Caustic Pixel

The power of Claude is simply mind boggling. Using Claude 4.6 I was able to add the following features to my renderer in only a few hours of work. Implementing these by hand would have taken me months. Here is the complete list:

Major features:

 - PBR Materials — Cook-Torrance BRDF with metallic-roughness workflow + glTF
  2.0 importer
 - HDR Post-Processing — SSAO, bloom, FXAA pipeline
 - Advanced Lighting — Point shadows, IBL, tiled lighting, SSR
 - Spot Light Shadows + Area Lights (MRP approximation) + frustum culling
 - Volumetric Fog + Projected Decals
 - GPU Particle System — Compute shader simulation + billboard rendering
 - Subsurface Scattering (screen-space SSSSS)
 - TAA (Temporal Anti-Aliasing)
 - GTAO (Ground Truth Ambient Occlusion, replacing SSAO)
 - Order-Independent Transparency (Weighted Blended OIT)
 - Morph Targets / Blend Shapes

Bug fixes (this session):

 - PBR CBuffer mismatch (missing light arrays → black rendering)
 - Transparency type mismatch (bad_any_cast)
 - SRV/RT hazard + missing sampler warnings
 - Morph target int param types
 - Sampler register offsets
 - Particle system rendering fixes


Here is sample output: