userSam Pavloviccancel

1,838 Commits over 1,522 Days - 0.05cph!

4 Months Ago
Depth Resolve writes to both channels correctly Final cleanups for dof2
4 Months Ago
update depth of field scene
4 Months Ago
Final tweaks, add depth gap for adding an area where u might want more focus https://files.facepunch.com/sam/1b0211b1/sbox-dev_VBIoPeaBWP.mp4
4 Months Ago
Front blur, tweaks
4 Months Ago
DoF2 Downsample with bias based on depth, cleanup https://files.facepunch.com/sam/1b0211b1/sbox-dev_rXaN2wxsmC.mp4
5 Months Ago
Disable volumetric fog clipmaps by default, they're fucked right now with massive frame drops and they feel overengineered
5 Months Ago
LatticeDeform stub WIP Lattice Deform https://files.facepunch.com/sam/1b2911b1/sbox-dev_5LFnSp7Xlr.mp4 updated depth of field scene to better benchmark against dof2
5 Months Ago
Wave intrinsics to do early out for far dof
5 Months Ago
Smooth fade DoF from composite shader Iterate dof, needs cleanup, almost perfect
5 Months Ago
Fix Depth::GetLinear, be expressive about it for correctness before all, precompute these values later Start fixing up dof https://files.facepunch.com/sam/1b2211b1/ombChoX97P.png Iterate DoF
5 Months Ago
Internal AfterDepthPrepass hooks CSM doesn't suck anymore Texel snap cascade shadow map matrix so lights never shimmer when you're moving Cleanup Use the frustum from the previous shadow map to cull the current shadow map, m_pLightObject neverr used
5 Months Ago
Transparency Sorting Test Scene
5 Months Ago
Pass rotation to cubemapper so rotated envmap probes captures are rotated the correct way Fix Cubemap Brightness Normalization, uses prefiltered envmap instead of spherical harmonics, fixes overbrightened envmaps in dark areas, and increases overall contrast of envmaps Update transform for skybox envmap
5 Months Ago
Shadow maps were stripped out for testing, readded
5 Months Ago
Expose Screen Space Shadows as a parameter for Directional Light SSR uses our generic ScreenSpaceTrace methods 🙏
5 Months Ago
Correct curve for static_overlay custom fog blending for fog HDR values above 1.0f https://files.facepunch.com/sam/1b1611b1/pl0WF6eu5Q.png
5 Months Ago
Move albedo chart to bottom right corner, make it scale more aggresively to not take away screen space Add button to toggle albedo chart https://files.facepunch.com/sampavlovic/1b1611b1/CkUDe1JWMc.png
5 Months Ago
Compile shaders with SSR fixes
5 Months Ago
SampleLevel so the two shaders that use lighting.fxc on VS can read it proper, let's also start getting rid of these texture macros Complex Reflections as Devshader
5 Months Ago
Stub for shadow class, enumize lightflags Move pixel.raytrace.ssr.hlsl to ScreenSpaceTrace and make it a class, move crap from it to be all shared More adjustments for screenspace shadowing, fix valid hit test always returning true Iteration on screenspace shadows, make screenspace tracing work half res again Rebase fixes Fix screen trace depth function for reverse-z Multi-sampled shadow trace, apply free antialiasing using derivatives of dFdx and dFdy Dont need bend_sss anymore Use bayer directions rather than blue noise for screenspace shadows Use QuadRead to blur value acrosss waves, proper ordering for parameters of ScreenSpace::Trace https://files.facepunch.com/sam/1b1411b1/8ljWk6LsYF.png [Pick] Compile shaders with Vulkan 1.2 ( wave intrinsics support ) Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics [Pick] Target Vulkan 1.1 instead, certain it won't be an issue unless you have drivers from 2016 3D Bayer Sequence, use perceptual penumbra so it always looks relatively soft and nice instead of aiming for just accuract
5 Months Ago
[Pick] Target Vulkan 1.1 instead, certain it won't be an issue unless you have drivers from 2016
5 Months Ago
Fix truncation warning on shadingmodel.hlsl Fix complex_reflections, remove any dependencies to valve code Use inline reflections for complex Composite SSR always, might create some artifacts but will be dealt with Detangle reflections api and document it Adjustments, fix normals on complex reflections
5 Months Ago
Update shaders
5 Months Ago
Oil stub
5 Months Ago
Use bayer directions rather than blue noise for screenspace shadows Use QuadRead to blur value acrosss waves, proper ordering for parameters of ScreenSpace::Trace https://files.facepunch.com/sam/1b1411b1/8ljWk6LsYF.png [Pick] Compile shaders with Vulkan 1.2 ( wave intrinsics support ) Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics
5 Months Ago
Fix screen trace depth function for reverse-z Multi-sampled shadow trace, apply free antialiasing using derivatives of dFdx and dFdy Dont need bend_sss anymore
5 Months Ago
[Pick] Bind RenderAttributes.SetParent, this is a method to pass arguments around that doesn't involve overriding/copying, this fixes not being able to set render attributes properly in child cameras like editor viewport, needs wide testing but should be fine, also fix looking for parent attributes on the attribute chain used on the pipeline Remove SSAOEnabled, just needs a ref if DynamicAmbientOcclusionPP is initialized
5 Months Ago
Update shaders with AO on lighting pass
5 Months Ago
Check for SSAOEnabled
5 Months Ago
Stub for shadow class, enumize lightflags Move pixel.raytrace.ssr.hlsl to ScreenSpaceTrace and make it a class, move crap from it to be all shared More adjustments for screenspace shadowing, fix valid hit test always returning true Iteration on screenspace shadows, make screenspace tracing work half res again Rebase fixes
5 Months Ago
Internal HookAfterDepthPrepass Darken AO texture since we're compositing to ambient lighting properly now
5 Months Ago
[Pick] Add SceneCamera.InternalAttributes for things that should never be overriden [Pick] Add RenderAttributes.Remove [Pick] Child cameras in UpdateSceneCamera also gets parent camera attributes Remove renderhook hack on AmbientOcclusion, just pass attributes directly
5 Months Ago
Volumetric shader stub
5 Months Ago
Fuck any bridging code, let's handle VDB files all on managed, allow loading nvdb files too Iterate NanoVDB file handling and dependencies Use BaseFileSystem for reading NanoVDB files Parse NanoVDB files properly
5 Months Ago
Blend aoproxies and ssao
5 Months Ago
Handle DynamicAmbientOcclusionPP enabling/disabling for mark
5 Months Ago
Remove OpenVDB for TinyVDBIO instead (jesus christ), use latest version of NanoVDB, clean it all up, don't use glue, make all bridge between native in a def file
5 Months Ago
openvdbglue stub for compiling openvdb into nanovdb, VolumetricMaterial component and attributes for it, don't generate thumbnails for OpenVDB source files
5 Months Ago
OpenVDB Source Asset Type, rename VolumetricData to VolumetricMaterial
5 Months Ago
Add OpenVDB libraries Add OpenVDB headers ( And boost, contained in the folder 🤢 ) VolumetricData GameResource stub
5 Months Ago
Better document lightbinner and add a few asserts Version tiled rendering if we ever make breaking changes to it's structure, makes sure that rendering doesn't break if we upgrade it in the future
6 Months Ago
Fix black cubemap fog on hammer
6 Months Ago
Cubemap Fog can be tinted, takes tint from main skybox as well https://files.facepunch.com/sam/1b3111b1/XWpxvX189A.png sky.shader: g_flBrightnessExposureBias and g_flRenderOnlyExposureBias makes no sense when there's tint, barely any existing skyboxes used it properly Update SkyBox2D component to apply tint to IBL environment probe https://files.facepunch.com/sam/1b3111b1/G0298YogbO.png
6 Months Ago
OnRenderDepthPrepass on SceneCamera
6 Months Ago
Add AfterDepthPrepassHooks, make AO composite to lighting rather than blitting to screen
6 Months Ago
Terrain_Normal: dY was inverted
6 Months Ago
Reenable terrain specular and recompile it with normal fixes
6 Months Ago
Terrain_Normal calculates world space normals properly now, remove sobel filter to just a simple bilinear https://files.facepunch.com/sam/1b2711b1/qNolcysYRH.png
6 Months Ago
Add Cornel Box with Fog for testing dynamic indirect fog lighting
6 Months Ago
Enable indirect lighting from IBL in volumetric fog shader, can be toggled with volume_fog_ibl_indirect https://files.facepunch.com/sam/1b2711b1/PIwbCCNGYB.png