David `Deltakosh` Catuhe 4 years ago
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      dist/preview release/what's new.md

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dist/preview release/what's new.md

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 - Added particle editor to the Inspector ([Deltakosh](https://github.com/deltakosh))
 - Added particle editor to the Inspector ([Deltakosh](https://github.com/deltakosh))
 - Added sprite editor to the Inspector ([Deltakosh](https://github.com/deltakosh))
 - Added sprite editor to the Inspector ([Deltakosh](https://github.com/deltakosh))
 - Added the `ShadowDepthWrapper` class to support accurate shadow generation for custom as well as node material shaders. [Doc](https://doc.babylonjs.com/babylon101/shadows#custom-shadow-map-shaders) ([Popov72](https://github.com/Popov72))
 - Added the `ShadowDepthWrapper` class to support accurate shadow generation for custom as well as node material shaders. [Doc](https://doc.babylonjs.com/babylon101/shadows#custom-shadow-map-shaders) ([Popov72](https://github.com/Popov72))
-- Added HDR texture filtering tools to the sandbox ([Sebavan](https://github.com/sebavan/))
+- Added HDR texture filtering tools to the sandbox. [Doc](https://medium.com/@babylonjs/real-time-pbr-filtering-is-coming-to-babylon-cb0e81159d79) ([Sebavan](https://github.com/sebavan/))
 - Reflection probes can now be used to give accurate shading with PBR ([CraigFeldpsar](https://github.com/craigfeldspar) and ([Sebavan](https://github.com/sebavan/)))
 - Reflection probes can now be used to give accurate shading with PBR ([CraigFeldpsar](https://github.com/craigfeldspar) and ([Sebavan](https://github.com/sebavan/)))
 - Added SubSurfaceScattering on PBR materials ([CraigFeldpsar](https://github.com/craigfeldspar) and ([Sebavan](https://github.com/sebavan/)))
 - Added SubSurfaceScattering on PBR materials ([CraigFeldpsar](https://github.com/craigfeldspar) and ([Sebavan](https://github.com/sebavan/)))
 - Added edition of PBR materials, Post processes and Particle fragment shaders in the node material editor ([Popov72](https://github.com/Popov72))
 - Added edition of PBR materials, Post processes and Particle fragment shaders in the node material editor ([Popov72](https://github.com/Popov72))