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 2 Weighted Blended
HDR: 1 ComputeShader Compute Luminance 2 PixelShader ToneMapping
TiledBase DS: Use ComputeShader cull light,shading POM:
RealTime GI,VoxelConeTracing: 1:normal render 2:voxel render
AreaLighting: with shadow,using voxel cone tracing compute shadow. http://jsfiddle.net/hh74z2ft/69/
Dof: Blur:ComputeShader linear time GaussianBlur use box filter
MotionBlur: CameraMotionBlur: ObjectMotionBlur:
Sky:A Practical Analytic Model for Daylight