feat(shaders): add DDGI (Dynamic Diffuse Global Illumination) pass - #3322
feat(shaders): add DDGI (Dynamic Diffuse Global Illumination) pass#3322chenlinxi890-spec wants to merge 1 commit into
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- Add DDGI option to post-process quality dropdown - Create minimal DDGI shader pass with hemispherical diffuse sampling - Wire DDGI into deferred render path with accumulation buffer - Supports configurable strength and accumulation time References: armory3d#2610 (\ bounty on Bountysource)
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Hi @luboslenco, this PR adds a DDGI (Dynamic Diffuse Global Illumination) shader pass as requested in issue #2610. Since this is a fork PR, GitHub Actions won't run CI until a maintainer approves it. Could you please trigger the CI checks when you have a moment? Files changed: 4 files (2 new shader files + render path wiring). Minimal scope, follows existing SSGI/SSAO patterns. Ready for review when convenient. |
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Hi maintainers, this PR currently appears to be waiting for maintainer approval before CI can run on the forked branch. Could you please approve the workflow run when you have time? I'm happy to address any issues if the checks fail. Thanks! |
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Payout asset: USDC |
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Payout asset: USDC |
What Changed
Why
Addresses bounty issue #2610 — \ bounty on Bountysource for implementing Dynamic Diffuse Global Illumination in Armory3D.
The suggested implementation was:
This PR delivers exactly that: a new DDGI option in the post-process quality dropdown.
Validation
Risk
Low. DDGI is opt-in via the quality dropdown and does not affect existing SSGI/SSAO/VoxelGI pipelines.
Bounty
\ on Bountysource: https://app.bountysource.com/issues/111898136-100-bounty-dynamic-diffuse-global-illumination