Reflective Shadow Map |
100% |
High priority |
Light propagation volumes |
90% |
High priority (No cascade) |
Voxel Global Illumintaion |
70% |
High priority |
Dynamic Diffus Global Illumintaion (DDGI) |
0% |
High priority |
C# scripting |
80% |
Using Mono (no engine API exposed yet) |
Vulkan porting |
90% |
support Compute and Tessellation shader |
Skinned Mesh |
70% |
High priority |
Precomputed Light Field Probes |
0% |
High priority |
Screen space global illumination |
0% |
High priority |
Animation and State Machine |
30% |
Apply Animation successfully |
Precomputed Atmospheric Scattering |
- |
Low priority |
Spherical Harmonics Lighting |
- |
Medium priority |
Subsurface Scattering |
- |
Low priority |
Ray traced shadows |
- |
- |
Ray traced reflections |
- |
- |
GPU Driven Rendering |
- |
High priority(https://vkguide.dev/docs/gpudriven/compute_culling/) |
Culling System |
- |
High priority |
Linux support |
- |
- |
Android support |
- |
- |
Mac support |
- |
- |
iOS support |
- |
- |
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