-
-
Notifications
You must be signed in to change notification settings - Fork 621
/
features.txt
117 lines (113 loc) · 2.83 KB
/
features.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
Feature list
------------
DirectX 12 renderer
Vulkan renderer
Image rendering
Font rendering (True Type)
Networking (UDP)
3D mesh rendering
Skeletal animation
Morph target animation (with sparse accessor)
Physically based rendering
Animated texturing
Normal mapping
Displacement mapping
Parallax occlusion mapping
Real time planar reflections
Cube map reflections (static and real time)
Refractions (screen space, blurred)
Interactive Water
Bloom
Edge outline
Motion Blur
Lens Flare
Light shafts
Bokeh Depth of Field
Chromatic aberration
Multithreaded rendering
Tessellation (silhouette smoothing, displacement mapping)
GPU-based particles (emit from point, mesh, animated mesh)
Soft particles
Hair particle systems (grass/vegetation)
Instanced rendering
MSAA
FXAA
TAA (Temporal Antialiasing)
Supersampling
Directional lights + cascaded shadow maps
Spotlights + shadow maps
Point lights + shadow cubemaps
Soft shadows (PCF)
Physics: rigid body, soft body, ragdoll
3D Audio (Xaudio2)
Input: keyboard, mouse, controller (rawinput, xinput), touch
Controller feedback (vibration, LED)
Backlog: log,input,scripting
Gamma correct, HDR rendering
Resource Manager
Screen Space Ambient Occlusion (SSAO, HBAO, MSAO)
Stochastic Screen Space Reflections
Color Grading
Sharpen filter
Eye adaption
Lua Scripting
Dynamic environment mapping
Impostor system
Tiled forward (Forward+) rendering (+2.5D culling)
Occlusion culling with gpu queries
Texture atlas packing
Tiled decals
Frame Profiler
Voxel Global Illumination
Reversed Z-buffer
Force Fields GPU simulation
Particle - Depth Buffer collisions
Ocean simulation (FFT)
Translucent colored shadows
Refraction caustics
Parallax-corrected environment maps
Volumetric light scattering
Smooth Particle Hydrodynamics (SPH) Fluid Simulation
Ray tracing, path tracing (on GPU)
Entity-Component System (Data oriented design)
Lightmap baking (with GPU path tracing)
Job system
Inverse Kinematics
Springs, Colliders
Variable Rate Shading
Real time ray tracing: ambient occlusion, shadows, reflections (DXR and Vulkan raytracing)
Screen Space Contact Shadows
Stochastic alphatest transparency
Surfel GI
HDR display output
Dynamic Diffuse Global Illumination (DDGI)
Procedural terrain generator
Virtual textures
Expressions
Humanoid rig
Animation retargeting
Video decoding: H264
3D path finding
Screen Space Global Illumination (SSGI)
Texture streaming
GLTF 2.0 - KHR extensions supported:
KHR_materials_unlit
KHR_materials_transmission
KHR_materials_pbrSpecularGlossiness
KHR_materials_sheen
KHR_materials_clearcoat
KHR_materials_specular
KHR_materials_anisotropy
KHR_materials_ior
KHR_materials_emissive_strength
KHR_texture_basisu
KHR_lights_punctual
EXT_lights_image_based
GLTF 2.0 - VRM 0.0 extensions supported:
VRM_secondaryAnimation
VRM_blendShapeMaster
VRM_humanoid
GLTF 2.0 - VRM 1.0 extensions supported:
VRMC_springBone
VRMC_vrm_expressions
VRMC_vrm_humanoid