This is my personal game engine project that uses DirectX 12 exclusively for rendering.
PBR
Manipulation Gizmo
Clustered Deferred (1000 lights)
Temporal Anti-Aliasing
Cascaded Shadow Map
Percentage Closer Soft Shadow
Capsule Soft Shadow
Signed Distance Field Baking
SDF Ray-Traced Shadow
Ground Truth Ambient Occlusion & Reflection Occlusion
Stochastic Screen Space Reflection
with
- Importance GGX
- Prefilter
- HiZ Tracing
- BRDF-weighted resolve
Depth of Field
Motion Blur
Bloom
ACES Tone Mapping & Uncharted 2 Tone Mapping
1. DirectXTK12
2. fbxsdk
copy
FBX SDK\2019.2\lib\vs2017\x64\debug\ {libfbxsdk.dll,libfbxsdk.lib,libfbxsdk.pdb}
to
Debug\Build
3. boost
4. DirectXTex
- Editor
- Scene Serialization
- Manipulation Gizmo
- Renderer
- TBDR/CBDR
- PBR
- Temporal AA
- Occlusion Culling
- CSM/PCSS
- Signed Distance Field Ray-Traced Shadow
- GTAO/GTSO
- Stochastic SSR
- Depth of Field
- McGuire Motion Blur
- Bloom
- TLOU-Styled Indirect Shadow
- DDGI
- Glossy GI
- Refactoring
- Mono
- Particle System
- Animation System