userDayaancancel

454 Commits over 546 Days - 0.03cph!

12 Months Ago
Remove unused variables
12 Months Ago
Also fix invalidate cell blocks step for negative coords
12 Months Ago
Fix compute cell block issues when using negative coords
12 Months Ago
Fix burst compile error, change position xz to floats to fix issues on larger maps
12 Months Ago
Fix compile issue, correct instanceID for vulkan
12 Months Ago
Merge from main
12 Months Ago
Put debug code behind conditionals, disable primitive rendering option, instancing now on by default, dispose all buffers on destroy, move buffers init to after all placements have been added to list, revert sections to main where possible, remove opt vertex macros and noise gen compute.
12 Months Ago
Merge from main
12 Months Ago
Fix possible inconsistent RNG placements, use minimum radius to avoid noticeable culling with shadows, increase cell plane test bias to compensate
12 Months Ago
Add vertex color to binned vertex data; fixing wind and displacement parameters
12 Months Ago
Track compute blocks instead of cells in wrapping grid update; fixes case where invalid cells were not being updated when moving in certain patterns, fix WrapIndex function for all cases
1 Year Ago
Use terrain normal map instead of deriving from the height map for better quality on steep edges, more accurate grass distance based cell count calculation
1 Year Ago
Recompute cells when texture mipmap limit is changed, fix underwater foliage by calculating min max heights in cells, and improve debug view.
1 Year Ago
Revert changes to terrain maps, fix inaccurate heights by setting ignoreMipmapLimit on heightmap
1 Year Ago
Track total possible instance count and recreate buffer if required
1 Year Ago
Merge from main
1 Year Ago
Change detail metallic map to better match the blend2x mode paradigm
1 Year Ago
Merge from main
1 Year Ago
Handle AsyncGPUReadback data in a job, remove unused grid class
1 Year Ago
More clean up, primitive rendering improvements using the vertex buffer instead of a structured buffer, fix issue incorrectly limiting wrapping grid, error when placement counts don't match, integrate with Jungle biome, compare triangle counts when binning meshes to avoid false positives, better toggling between instancing for performance comparisons.
1 Year Ago
Fix corrupted file
1 Year Ago
Primitive indexed indirect render implementation for single material
1 Year Ago
Add y-axis fade controls to foliage billboard shader
1 Year Ago
Fix foliage shader merge issue. Adjust placement count.
1 Year Ago
Merge from main
1 Year Ago
Big code clean up and mark up. GPU readback to job wip.
1 Year Ago
Merge from main
1 Year Ago
Better switching between instancing on/off, and more clean up
1 Year Ago
Merge from main
1 Year Ago
Clean up no longer used instancing code, add grass instancing convar to enable instancing, fix incorrect placement IDs, add small bias to cell box/plane check to avoid false/edge case negatives
1 Year Ago
Improve foliage cell culling with heights, allowing proper camera plane culling using AABB bounds check. Now using a fixed bounds around camera based on grass distance where cells will be culled and bounds shrinked for the compute pass.
1 Year Ago
Improve cell culling on CPU using plane distances with approx cell radius as threshold, distance culling on GPU, better max distance calculation, improve debug view.
1 Year Ago
Put foliage cell collect and command buffer creation in job, split render update across update and late update, add submesh command values to master mesh struct
1 Year Ago
Merge from main
1 Year Ago
Cherry pick from foliage_wind_phase 118815
1 Year Ago
GUI toggle for using blue vertex channel as wind phase offset
1 Year 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.
1 Year Ago
Merge from main
1 Year Ago
Re-enable wind and fix instanced foliage motion vectors
1 Year 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.
1 Year Ago
Merge from main
1 Year Ago
Fix buffer clearing compute dispatch count, array disposal, add scale world to object matrix, restore old functionality for comparisons
1 Year 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
1 Year Ago
Use blue channel vertex colour as phase offset to wind when DisplacementOverride is enabled
1 Year Ago
Simplify active submesh data structure
1 Year 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.
1 Year Ago
Fix merge issues, increase cell compute radius, add clear buffer step to run separately
1 Year Ago
Merge from main
1 Year Ago
Testing async gpu readback to calculate foliage counts to avoid any consistency issues
1 Year Ago
Increase coarse cull epsilon, and improve debug logs