branchsbox/hackweek-sky-cubemap-lightingcancel
22 Commits over 31 Days - 0.03cph!
Update shaders with legacy ambient lighting padding
Add padding for LegacyAmbientLightColor, let's not make our lovely existing community games have red ambient color
https://files.facepunch.com/sam/1b2811b1/FLkIjvjdgH.png
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things
Set skybox as global cubemap
Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
[Pick] Implement "GGXCubeMapBlur" filter on CPU, previously it did not work at all in CI since require RenderSystem which isn't ideal since it's the only thing that did so and is completely different from our Cubemapper GGX filter, this makes all filters consistent and much cleaner, remove Convolve Envmap shader
I want to start using GGX filtering on skyboxes but this wouldn't work on CI because of that requirement
Skyboxes compile wid GGXCubeMapBlur instead of Box filter, adjustments for GGXCubemapBlurHelper
Cubemap fog just takes material from current skybox
https://files.facepunch.com/sam/1b1511b1/sbox-dev_k6CScBsqcF.mp4
Make CubemapFog material still be configurable, take it straight from the skybox if it's null
Separate Ambient Light into it's own component from Directional Light, add upgrader for it
Use black cube if texture passed to lightbinner is invalid (eg non-sky material from SceneSkybox )
Fix World.AmbientLight, make flat ambient light lerp between IBL and what we have, make it artist accessible with ambientlight component
Delete these skybox vtexes
Remove convolve_environment_map.shader from shader ci
Don't change flTargetLuminanceOfCubemap, it's bullshit
Skybox envmap has lowest priority
https://files.facepunch.com/sam/1b1911b1/yipICq2VMI.jpg
Swap tools stuff that uses DirectionalLight.SkyColor to either IBL or AmbientLight
Better description of obsolecence
update shaders with IBL
Default ambient color on SceneThumbnails
Add padding to buffer
Fix IBL not applying to transmissive
Use faster Scene.GetAllComponents<SkyBox2D>() for fetching skybox texture on CubemapFog to not iterate over all gameobjects
Revert SkyColor to control ambient light on DirectionalLight again, but pipe it to scene's ambient light color
Sun prefab now comes with no skycolor ( Takes from IBL )
Revert SkyColor to control ambient light on DirectionalLight again, but pipe it to scene's ambient light color
Use faster Scene.GetAllComponents<SkyBox2D>() for fetching skybox texture on CubemapFog to not iterate over all gameobjects
Default ambient color on SceneThumbnails
Add padding to buffer
Fix IBL not applying to transmissive
Default ambient color on SceneThumbnails
Null checks on Scene.AmbientLightColor
AmbientLight component is killed, update Obsolete documentation
Add padding to buffer
Fix IBL not applying to transmissive
Remove AmbientLight component, just pass to scene, make it a property
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things
Set skybox as global cubemap
Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
[Pick] Implement "GGXCubeMapBlur" filter on CPU, previously it did not work at all in CI since require RenderSystem which isn't ideal since it's the only thing that did so and is completely different from our Cubemapper GGX filter, this makes all filters consistent and much cleaner, remove Convolve Envmap shader
I want to start using GGX filtering on skyboxes but this wouldn't work on CI because of that requirement
Skyboxes compile wid GGXCubeMapBlur instead of Box filter, adjustments for GGXCubemapBlurHelper
Cubemap fog just takes material from current skybox
https://files.facepunch.com/sam/1b1511b1/sbox-dev_k6CScBsqcF.mp4
Make CubemapFog material still be configurable, take it straight from the skybox if it's null
Separate Ambient Light into it's own component from Directional Light, add upgrader for it
Use black cube if texture passed to lightbinner is invalid (eg non-sky material from SceneSkybox )
Fix World.AmbientLight, make flat ambient light lerp between IBL and what we have, make it artist accessible with ambientlight component
Delete these skybox vtexes
Remove convolve_environment_map.shader from shader ci
Don't change flTargetLuminanceOfCubemap, it's bullshit
Skybox envmap has lowest priority
https://files.facepunch.com/sam/1b1911b1/yipICq2VMI.jpg
Swap tools stuff that uses DirectionalLight.SkyColor to either IBL or AmbientLight
Better description of obsolecence
Swap tools stuff that uses DirectionalLight.SkyColor to either IBL or AmbientLight
Skybox envmap has lowest priority
https://files.facepunch.com/sam/1b1911b1/yipICq2VMI.jpg
Don't change flTargetLuminanceOfCubemap, it's bullshit
Remove convolve_environment_map.shader from shader ci
Fix World.AmbientLight, make flat ambient light lerp between IBL and what we have, make it artist accessible with ambientlight component
Delete these skybox vtexes
Separate Ambient Light into it's own component from Directional Light, add upgrader for it
Use black cube if texture passed to lightbinner is invalid (eg non-sky material from SceneSkybox )
Make CubemapFog material still be configurable, take it straight from the skybox if it's null
Cubemap fog just takes material from current skybox
https://files.facepunch.com/sam/1b1511b1/sbox-dev_k6CScBsqcF.mp4
Skyboxes compile wid GGXCubeMapBlur instead of Box filter, adjustments for GGXCubemapBlurHelper
[Pick] Implement "GGXCubeMapBlur" filter on CPU, previously it did not work at all in CI since require RenderSystem which isn't ideal since it's the only thing that did so and is completely different from our Cubemapper GGX filter, this makes all filters consistent and much cleaner, remove Convolve Envmap shader
I want to start using GGX filtering on skyboxes but this wouldn't work on CI because of that requirement
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things
Set skybox as global cubemap
Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things
Set skybox as global cubemap
Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene