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318 Commits over 426 Days - 0.03cph!

10 Months Ago
Restructure foliage grid to make use of native arrays in cell collect and command creation steps. Use wrapping smaller grid for foliage cells to keep to a reasonable size, while invalidating cells as the camera moves.
10 Months Ago
Merge from main
10 Months Ago
Re-enable wind and fix instanced foliage motion vectors
10 Months Ago
Simplify placement compute shader and reduce interlocked ops, restructure foliage instancing header to handle shadows and motion vectors, improve performance in foliage grid update by caching raycorners and reducing unneeded cbuffer updates.
10 Months Ago
Merge from main
10 Months Ago
Fix buffer clearing compute dispatch count, array disposal, add scale world to object matrix, restore old functionality for comparisons
10 Months Ago
Add normals and tangents to binned vert data, restructure foliage vertex shader to handle wind, fading and displacement with instancing (also might have improved edge masking), add optional vertex data macros to make passing data easier and reducing redundant calculations
10 Months Ago
Use blue channel vertex colour as phase offset to wind when DisplacementOverride is enabled
11 Months Ago
Simplify active submesh data structure
11 Months Ago
Compute foliage cell population on a 3x3 grid of 8x8 cells in a sequence of computes and AsyncGPUReadbacks to cache population counts in chunks as camera moves.
11 Months Ago
Fix merge issues, increase cell compute radius, add clear buffer step to run separately
11 Months Ago
Merge from main
11 Months Ago
Testing async gpu readback to calculate foliage counts to avoid any consistency issues
11 Months Ago
Increase coarse cull epsilon, and improve debug logs
11 Months Ago
Improve cell placement count gathering performance by using bitmasks instead of collections
11 Months Ago
Add foliage debugger to find inconsistencies, fix splat and biome map sampling, adjust cpu coarse culling to avoid issues, remove instance data padding now placement is more consistent
11 Months Ago
Use vertex offsets to handle combined index buffer, fix total argument count to handle binned meshes, fix minimal vertex buffer indexing.
11 Months Ago
Mesh binning preprocess in foliage grid using minimal vertex buffer to reduce draw calls on foliage which share similar meshes.
11 Months Ago
Combine foliage meshes and make use of multiple draw commands to minimise state changes
11 Months Ago
Grass clumping which influences position, height and direction.
12 Months Ago
Handle wind and displacement in compute step
12 Months Ago
Setup new material and foliage asset, improve grass blade shape, change instance data to use bezier curves.
12 Months Ago
Fix args buffer, and add simple UVs to procedural vertex function
12 Months Ago
Adding procedural option using render primitives indexed indirect for grass blades with calculated vert positions
12 Months Ago
Merge from main
12 Months Ago
Implement new foliage placement function in RefreshAsync update, adjust refresh distance when using instancing, make debug toggle.
12 Months Ago
Implement manual bilinear sampling and edit CPU sampling to match GPU behaviour, add distance scaling, improve rng hash function, fix edge case causing out of sync rng.
12 Months Ago
Random instance rotation, pack instance data into halfs, fix hash inconsistency
12 Months Ago
Implement precise placement check on CPU to improve instance offset accuracy (to test against cheaper approximation), extend debug info to test accuracy, use procedural noise instead of texture, improve randomisation, apply rotation to instances based heightmap
1 Year Ago
Merge from main
1 Year Ago
Add angle based dither fade for stationary multi-card billboards
1 Year Ago
Switch to structs instead of offsets, update debug counters for clarity, add clean up on destroy, give foliage unique seeds to keep consistent
1 Year Ago
Make foliage instancing much more stable/accurate, better seed and random calculations, made the noise texture match the CPU noise much more closely in distribution, add debug option to force CPU and GPU maps to sync, apply random scale to instances, and change foliage count calculation to adjust for probability.
1 Year Ago
Merge from main
1 Year Ago
Add rotation toggle and face cullmode options in foliage billboard shader. Update all relevant materials which had the old unused _Cull property with the default off.
1 Year Ago
Add debug counters to compute, adjust noise compute for better placement, add toggle for instancing, fix incorrect cell bounds calculation, improve foliage cpu count estimation, improve foliage random positions, and add camera culling to foliage compute.
1 Year Ago
Merge from main
1 Year Ago
Fix and improve foliage placement compute map sampling/decoding, fix incorrect foliage cells being used, clean up and move shader setup for instancing to includes, fix bounds calculations, add function to get foliage counts per cell, implement instance offsets and density handling to foliage placement.
1 Year Ago
Progress on foliage instancing: noise generation on gpu, fixed compute placement sync issues, wip instance data offsets and usage in foliage shader.
1 Year Ago
Fix foliage grid bounds calculations, basic implementation of terrain maps in compute foliage placement
1 Year Ago
Add smoothstep reverse fresnel opacity option
1 Year Ago
Compute foliage placement prototyping
1 Year Ago
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0
1 Year Ago
XMasLight shader: use BaseEmission as minimum brightness in animation, and add animation curve
1 Year Ago
Ice shader: triplanar normal map correction
1 Year Ago
Ice shader: fix culling/flickering when gpu instancing is enabled
1 Year Ago
Fix emission from being clamped
1 Year Ago
Ice shader: use packed textures to reduce texture sampling, and clean up GUI
1 Year Ago
Remove new detail metallic map from decals to stop errors for now
1 Year Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)