1,819 Commits over 1,491 Days - 0.05cph!
Fix warnings on blendable and commit shader objects
Fix unitialized memory and not binding shape buffer if running out of space in high quality reflections
Fix Z-Fighting when cubemap bounds is the same as the geometry
Update tiled light builder shader objects
Fix data races on tiled light builder
Fix warnings from core shaders
Use 48 wide pixels for each tile
Fix light typo on vr_lighting
Fix warnings on standard shading model
Iterate on tiled light builder
Make tile resolution proportional https://i.imgur.com/2knXfUw.png
Treat warnings as errors on shader compilation on internal builds
Remove magic number and reproject view for tiled light builder
Fix glows in Vr while we're at it, still pending rewrite
Preliminary support for VR in tiled light builder, include objects
Initial work for VR Instancing for tiled light rendering
Fix spritecard compilation
Correct box hit algorithm for tiled light builder
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
Pass radius of light to shader so we dont need a sqrt operation on culling
Use 128 lights for clustered instead of 256
Double the perfomance of tiled light build job
Tiled lighting for envmaps and lighting on standard shading model 🏃♂️💨
Revert "Fix normals for valve standard shading"
This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
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
Squashed commit of what was in master
Iterate on RenderBuffer
Iterate on single pass downsampler
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
Initial work for single pass downsampling
Iterate on single pass downsampler
Add support to bind render buffers to attribute
Initial work for GenerateMips and RenderBuffer support on managed code
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
Remove redundant functions now that they are processed on the core shader
Fix typo
Simplify that, and add d3dcompiler_47
Support for multiple d3dcompiler and their reflection types
Fix depth prepass not working
Add clip planes for spritecard, should fix physgun trail clipping on water
Unset D_ENABLE_INDIRECT combo on volumetric fog shader and leave it always on, indirect volume lightmap is also used for baked fog!
Fix glow outline on water
Evaluate cubemaps and lights on compute shader
Remove constant buffer transform code
Fire tiledlightbuilder compute shader on views
Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms
Allow multi dimensional arrays on VFX
Initial work for tiled light sorter
Support for 3D arrays in VFX
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
Delete material that referenced old cookieslice
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
Some adjustments to glow, fix projection viewport being messed up, render them before translucents
https://i.imgur.com/0uvh7xX.png
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
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
Add ScreenspaceCorrectionMultiview that does both resolution scaling and VR correction
Use ScreenspaceCorrectionMultiview for refraction on glass and water
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 😵💫
Remove #pragma optimize off that managed to slip through
Push water shader object with multiview support, drop multiview hack on it
Fix water refraction on VR
Adjust pixelinput.hlsl to be contractually correct in Domain/Hull shaders
Fix glass refraction shader on VR and lower internal resolutions
Add SetWellKnownRenderTargetSize to scenesystem to arbitrarily change RTSIZE of an internal scratch render target
Add SCENE_RTSIZE_VRFRAMEBUFFER and make it adjust to multiview size, avoids allocating 8K render target for framebuffer fetches on VR
Fix UI blurs and framebuffer fetches on VR
Fix water refraction on lower internal resolution modes