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315 Commits over 669 Days - 0.02cph!

Sam
3 Hours Ago
Disable seamless fade for dof, better to keep the nice translucent sorting for now
Sam
Today
Fix DoF stuff
Sam
22 Days Ago
Fix intersection on box on tiled light builder, don't bother trying to get intersection inside of box Also reenable depth cull Bloat bbox a bit to catch edges, send updated compiled shader
Sam
23 Days Ago
Add simple_liquid to replacement list too
Sam
24 Days Ago
start removing vr_warp, modern HMDs don't need it cull most unused shaders, remove unused include files, rename shaders with sbox_ prefix to better names Cleanup shaders, compile renamed shaders Remove vr warp and most of subview rendering More cleanup Remove subview rendering, if we use foveated we'll roll our own solution Remove more bullshit, start reimplementing a sane spectator view Reimplement spectator view Remove anything to do with aerial perspective, remove old glass shader Remove wrinkle from complex, cleanup and cull some more shaders remove complex and spritecard from build list, want to quickly test if everything is okay on CI Update all_shaders.txt move remaining materials that use blend.vfx to blendable, delete blend.vfx Merge branch 'shader-cull' of sbox into shader-cull remove compiled files of the shaders we removed Update shaders with the cleaned up code keep old glass shader while the new one isn't merged in Remove deferred lights from code, only care for the lightbinner we use remove old blur and old bloom Remove grasstile materials Remove auto fidelity visualizer, remove bilateral blur and liquid shader, remove remaints of old blur shader Remaining missing materials and compiled shaders Replace removed shaders that are still referenced in some assets with it's replacement shader Update foliage and legacy glass with the correct depth shader Add parallax occlusion to list of shader replacements Remove postprocess_standard, readd floor_pebbles_a with correct shader Update compiled addon shaders Merge pull request #506 from Facepunch/shader-cull Shader Cull Cleanup
Sam
27 Days Ago
Correct and simplify standard shading model envmaps and lights
Sam
27 Days Ago
Make LPV use another shading model
Sam
29 Days Ago
Fix VR for tiled envmaps Don't show Show Dev Shaders and Show Core Shaders checkbox outside internal builds
Sam
29 Days Ago
Fix intersections again Disable depth culling for tiled envmaps for now Object files for tiled
Sam
29 Days Ago
Reduce number of visible tiles Fix tiled rendering on 3D Skyboxes
Sam
29 Days Ago
Shader files with cubemap index fix Fix Box Intersect transformations on tiled light builder
Sam
30 Days Ago
Fix cubemaps reading garbage data
Sam
31 Days Ago
be less conservative with mixed shadows update radius
Sam
32 Days Ago
Properly fix cubemaps mips not being copied correctly to texture array
Sam
32 Days Ago
func_monitor material shouldn't be using base.vfx shader
Sam
32 Days Ago
Refactor and cleanup all core shaders, remove all warnings from core shaders Update shader objects, remove example shader objects
Sam
34 Days Ago
Fix warnings on water Fix typo Shader objects for water
Sam
35 Days Ago
Fix debug overlay in VR
Sam
46 Days Ago
Fixed signed underflow on number of envmaps, fixe perfomance on some maps
Sam
47 Days Ago
Fix building vphysics2 on latest visual studio version
Sam
47 Days Ago
fix last cubemap not being sorted
Sam
54 Days Ago
Reduce queryable size of sphere, optimizes tile volume skip backfacing queries on tiled light builder Cleanup, dont pass depth on non depth prepass Transform camera ray, fix typos when doing box intersection, oops You should be seeing the good perf gains from tiled now
Sam
54 Days Ago
Initial work for tiled light sorter Remove constant buffer transform code Fire tiledlightbuilder compute shader on views Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms Evaluate cubemaps and lights on compute shader Allow for struct types in generic buffers in VFX Properly index lighting and envmap info on tiled light buffer https://i.imgur.com/5141J1x.png Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae. Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨 Use 128 lights for clustered instead of 256 Double the perfomance of tiled light build job Pass radius of light to shader so we dont need a sqrt operation on culling Sample shader to visualize tiled rendering Revert "Pass radius of light to shader so we dont need a sqrt operation on culling" This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525. Fix driver crash on Nvidia Fix 'LightSim_MaterialTint has inconsistent value' warning Put tiled code on vr_lighting Much simplify sphere and box intersection tests, add bounding area for nearby tiles Tiled rendering for valve standard shading tiled rendering for envmaps on valve standard shading Correct box hit algorithm for tiled light builder Fix shadow rescaler Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps Fix shader compilation Fix spritecard compilation Initial work for VR Instancing for tiled light rendering Fix glows in Vr while we're at it, still pending rewrite Preliminary support for VR in tiled light builder, include objects Remove magic number and reproject view for tiled light builder Treat warnings as errors on shader compilation on internal builds Make tile resolution proportional https://i.imgur.com/2knXfUw.png Fix light typo on vr_lighting Fix warnings on standard shading model Iterate on tiled light builder Fix data races on tiled light builder Fix warnings from core shaders Use 48 wide pixels for each tile Fix Z-Fighting when cubemap bounds is the same as the geometry Update tiled light builder shader objects Fix warnings on blendable and commit shader objects Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute Add r_tiled_rendering convar Update shader objects GPU driven Depth Culling for tiled rendering Use half tile offset for tile coordinates Depth prepass culling for envmaps too, cleanup fix envmaps being fucked up Return max depth for tile, update object files Add r_tiled_rendering_depth_cull Merge pull request #406 from Facepunch/tiled-rendering-merge 🟦🟦🟥🟧🟨🟦🟦 Tiled Rendering Support
Sam
2 Months Ago
Fix unitialized memory and not binding shape buffer if running out of space in high quality reflections
Sam
3 Months Ago
Fix Spritecard not clipping through user clip planes (Fixes physgun beam reflecting through water) Upgrade d3dcompiler library for client loading, fix reflection with version v7
Sam
3 Months Ago
Support for multiple d3dcompiler and their reflection types Simplify that, and add d3dcompiler_47 Remove redundant functions now that they are processed on the core shader Fix typo Merge pull request #356 from Facepunch/d3dcompiler_47 Add support for the latest version of D3D11 shader compiler
Sam
3 Months Ago
Fix depth prepass not working
Sam
3 Months Ago
Add clip planes for spritecard, should fix physgun trail clipping on water
Sam
3 Months Ago
Unset D_ENABLE_INDIRECT combo on volumetric fog shader and leave it always on, indirect volume lightmap is also used for baked fog!
Sam
3 Months Ago
Fix glow outline on water
Sam
3 Months Ago
Fix baked volumetric fog
Sam
3 Months Ago
Fix foliage having no subsurface, disable GS from foliage entirely for now, unlikely to yield much gains Fix shading on blendable Cleanup, give support to Transmission on Material API
Sam
3 Months Ago
Delete material that referenced old cookieslice
Sam
3 Months Ago
New glow based on outlines rather than normal extension Do a full cycle on the glow to close last mesh gap sbox_glow_stencil > glow_stencil, push C++ side of glow Remove non-cs version of sbox_cookieslice, never used Some adjustments to glow, fix projection viewport being messed up, render them before translucents https://i.imgur.com/0uvh7xX.png Also kill old sbox_cookieslice shader source
Sam
3 Months Ago
Fix Warning on sbox_glass and volumetric_fog, push object files for water and glass Remove references to reflex sight Make full shader compile optimizations always implicit, make dev shaders compile with full optimizations
Sam
3 Months Ago
Add ScreenspaceCorrectionMultiview that does both resolution scaling and VR correction Use ScreenspaceCorrectionMultiview for refraction on glass and water
Sam
3 Months Ago
Add ShadingModelValveStandard for shaders that need visual parity with Valve's shading Merge branch 'master' of sbox Fix volumetric fog on VR without doubling our compile time 😵‍💫
Sam
3 Months Ago
Remove #pragma optimize off that managed to slip through
Sam
4 Months Ago
Fix relative specular luminance on blendable
Sam
4 Months Ago
Run mat_recompileoutdatedshaders in a thread
Sam
4 Months Ago
Push grasstile shader
Sam
4 Months Ago
Fix SDF trace functions Use UINT32 for transformation indexes on shaders, adjust multiview instancing functions to use nInstanceTransformID instead, support for it in legacy transforms too Reenable Sructured Buffers for transformation Bump up VFX ABI version Add mat_recompileoutdatedshaders, Iterates and recompile shaders from previous ABI version. Change color format of InstanceTransformUv from Float16x2 to R32 UINT, also on managed vertex objects Adjustments to transform system, iterate, cleanup, do byte alighment fixes to work on AMD Shader objects for core shaders Shader objects for core addon shaders
Sam
4 Months Ago
Reenable constant buffers until I fix AMD driver bug Revert shaders to be compatible with cbuffers Flag that shaders should be compiled with cbuffers until amd fix
Sam
4 Months Ago
Squashed merge structured transform buffers Cleanup Use precision padding to make up for low precision upload to GPU, fix instancing padding on vr_lighting Allow usage of VS_INPUT in geometry shaders Add new shaders with new transform slot sequence strategy Adjustments, refactoring, cleanups and new strategy to bind transform buffers Rename BindTransformTextureAndInstanceIDBuffer to something friendlier Use thread safe allocations for transforms, fix transform alignment Temp disable multiview instancing combo to speed up compiles remove F_UNLIT and F_DISABLE_TONE_MAPPING from Complex, unlikely to help Trim complex a bit more Yank the internal includes out of foliage shader, make it work in our API Make Water compile with our new API, optimize it, have more accurate reflectance constant Add USE_CUSTOM_SHADING flag to skip default combos Make ToMaterialMultiblend compatible with our new API Object compile of base shaders with structured buffers working as intended 🙏 Use MSAA friendly discard for foliage, cleanup Object files for base addon shaders No need for a mutex on AllocateTransforms
Sam
4 Months Ago
Add toon example shader Iterate example toon shading, add outlines
Sam
5 Months Ago
Merged new-shader-api Disabled transform structured buffer by default, will be reenabled soon Update base.vfx with the base from standard.vfx
Sam
5 Months Ago
Add class and interface language support to VFX Compiler Make base class an optional parameter for VFX classes Allow members to be static or have other identifiers on VFX Add class_member_definition to VFX variable parser on ANTLR
Sam
6 Months Ago
Accidentally removed ripple collision, let's put it back Merge branch 'master' of sbox Merge branch 'master' of sbox Tweak ripplecompute, clamp collision and ripple size
Sam
6 Months Ago
Fix missing summary tag close on ScenePortal
Sam
6 Months Ago
Better way to do ripples for moving water surfaces https://i.imgur.com/xWvwdAg.mp4