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DirectX 12,Tile-based deferred shading,Dynamic resolution,Order-independent transparency,PBR,HDR,SSR,Nvidia:HBAO,SMAA

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XFramework

DirectX 12,Tile-based deferred shading,Dynamic resolution,Order-independent transparency,PBR,SSR,HDR,Nvidia:HBAO,SMAA

OIT Grass Rendering: 1 PixelShader Link Compute AlphaBlend,Compute Shader total image 2 Weighted Blended image

HDR: 1 ComputeShader Compute Luminance 2 PixelShader ToneMapping image

TiledBase DS: Use ComputeShader cull light,shading image POM: image

PBR: image

SMAA: image

SSR: image

RealTime GI,VoxelConeTracing: image image 1:normal render image 2:voxel render image

AreaLighting: image image with shadow,using voxel cone tracing compute shadow. image http://jsfiddle.net/hh74z2ft/69/

Nvidia:HBAO,use nvidia's lib image

Dof: Blur:ComputeShader linear time GaussianBlur use box filter image

MotionBlur: CameraMotionBlur: image ObjectMotionBlur: image

Sky:A Practical Analytic Model for Daylight image

Scattering(volumetricLighting):whit shadowmap image

Ocean: image

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DirectX 12,Tile-based deferred shading,Dynamic resolution,Order-independent transparency,PBR,HDR,SSR,Nvidia:HBAO,SMAA

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