21 Commits over 244 Days - 0.00cph!
Update terrain scene, adjust things, envmapprobe had inverse scale (wtf), use ibl, should be a good starting point to have a terrain with nice lighting setup
https://files.facepunch.com/sampavlovic/1b1911b1/NLZEcHl7Uh.jpg
Add roughness test scene, Compares if IBL GGX Filter matches reference
Water uses Emission & Schlick fresnel rather than Albedo for refraction
Remove Reflection mode from water, do it all inline, it's overcomplicating things and the way to do this is being changed, it's unlikely we can manage to do SSR with roughness fast on translucents, go back to Albedo rather than Emission for now
Ssao.scene tests both ao techniques at once
Fixedupdate on fluid simulation, smoke
Liquid Test from HC2 and Water2, stub FFT wave shader
update depth of field scene
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
Transparency Sorting Test Scene
Add Cornel Box with Fog for testing dynamic indirect fog lighting
Cornel Box scene with moving light for GI test
Update Fog.Cubemap test scene https://files.facepunch.com/sam/1b1911b1/sbox-dev_ktnlWsCs24.mp4
Readd Skyballs an ambient light test scene https://files.facepunch.com/sam/1b1911b1/JYx0E9JbyL.jpg
Add Light Cookie test scene
Update cubemap.dynamic.scene with actual dynamic cubemaps