* Fixed an issue with HDRIs not generating proper PMREMs over multiple viewer instances
* WIP on makign the world tree multiple instanced
* The WorldTree is no longer static. Each viewer has it's own instance and it hands it over to whoever needs it.
* Fixed an issue with filtering and the new non-static tree. Also removed the 'root' key from the NodeData structure since it's not needed
* Added an guard when building batches for situations where all render views have invalid geometries. This generally means there is somethign wrong with the stream itself
* multi-viewer css fixes
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Co-authored-by: Dimitrie Stefanescu <didimitrie@gmail.com>
* Some messing around with a virtual plane
* WIP on virtual plane vertex baking
* Added a pass for generating the shadowcatcher texture. Implementation WIP
* PoC for the baked ray traced AO for the shadowcatcher
* WIP on shadowcatcher proper implementation. Removed the shadocatcher pass from the pipeline, and added it as standalone. Implemented the Shadowcatcher class which handles the entire generation process in a centralized way. Added real time parameters in the sandbox so we can see how different configurations work
* Added some more debug funationality. Working on improving vertex level ao calculation
* Dynamic max hit distance calculation for the shadowcatcher
* Added proper AO contribution value calculation and in the process removed the need for specifying a max hit distance
* Implemented explicit materials and shaders for shadowcatcher generation and display
* Proper materials, shaders and blending so that any backround will work correctly
* Added auto corection for texture size for situations where the AO was overly/under saturated.
* Fixed an issue where batches were incorrectly tested. Fixed an issue where blending for existing overlapping transparent surfaces was incorrect
* WIP for render based ao generation
* First draft of detail preserving shadowcatcher
* Improvement that removes over dakened areas
* Weigthed color0 and color1 evenly when extracting color3 from their sum
* Formalized the shadowcatcher and integrated it better with the speckle renderer or anything else it might use it
* Pipeline needs reset after shadowcatcher update
* Added RTE to the virtual plane and shadowcatcher AO generation material. Removed unused library
* Shadowcather now updated with the clipping planes as well as any filters apply, such that only opaque and non clipped scene objects contribute to the shadowcatcher's AO
* Fixed an old issue which makes extended three materials not get their custom uniforms properly updated when they are being used as scene material overrides. Tested shadowcatcher with multiple streams and it works as expected
* Improved plane fringing on streams that manifest it
* Added enabling/disabling shadowcatcher via the light configuration
Co-authored-by: Alex <alex@192-168-0-157.rdsnet.ro>
* feat(sandbox): varied url loading support
* fix(optional): removes input box
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
* Fixed some lint warnings
* [pre-commit.ci] auto fixes from pre-commit.com hooks
for more information, see https://pre-commit.ci
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
Co-authored-by: AlexandruPopovici <alexandrupopoviciioan@gmail.com>