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Implement optional hardware raytraced shadows for the Workbench engine. They can be enabled in the `Preferences > Viewport > Quality` settings. The option will be shown as inactive if the current backend/GPU doesn't support hardware ray queries (only Vulkan is supported ATM). A new `gpu.capabilities.ray_query_support_get()` has been added to the Python API to support this UI functionality. The visual results are the same as the stencil shadows implementation, but it provides a significant performance boost on modern hardware. The raytracing functionality has been implemented in a fragment shader that mimics the output of stencil-based implementation, so the render pipeline stays mostly the same. Co-authored by: Jeroen Bakker Pull Request: https://projects.blender.org/blender/blender/pulls/161047 |
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| .. | ||
| workbench_renders | ||
| aa-disabled.blend | ||
| aa-single-pass.blend | ||
| dof.blend | ||
| in_front.blend | ||
| in_front_dof.blend | ||
| light_flat_attribute.blend | ||
| light_flat_custom.blend | ||
| light_flat_random.blend | ||
| light_matcap.blend | ||
| light_matcap_no_specular.blend | ||
| light_studio_material.blend | ||
| light_studio_object.blend | ||
| light_studio_object_no_specular.blend | ||
| shadows_rt.blend | ||
| shadows_stencil.blend | ||
| x-ray.blend | ||
| x-ray_0.blend | ||
| x-ray_1.blend | ||
| x-ray_back_cull.blend | ||
| x-ray_in_front.blend | ||