branchsbox-scenestaging/maincancel
40 Commits over 334 Days - 0.00cph!
Bloom adjustments, use biquadratic for smoother lobe, add bloom test scene
https://files.facepunch.com/sampavlovic/1b0911b1/fqAchPQkKt.png
Add gamma slider to Bloom2, better threshold control
https://files.facepunch.com/sampavlovic/1b0511b1/TxvWZBZWLd.png
Demote NanoVDB from a GameResource to just a class, we don't handle non-json gameresources well yet
Smoother threshold curve for Bloom2
Remove development log from nanovdb.grid.cs, loads fine
Obsolete advanced stuff, add tint, update command list only when stuff change
Iterate Bloom2, use command lists, implement all 3 composite modes correctly (they're all wrong on our current postprocess)
Wip Bloom2
https://files.facepunch.com/sampavlovic/1b2611b1/qZdKJjLQSC.png
Iterate volumetrics
https://files.facepunch.com/sampavlovic/1b2511b1/ub4cgGGcRS.png
NanoVDB Support Stub
NanoVDB shader stub
Iterate VDB
https://files.facepunch.com/sampavlovic/1b1611b1/sbox-dev_iaBNlpjQXT.mp4
Iterate volumetrics
https://files.facepunch.com/sampavlovic/1b1611b1/sbox-dev_xElahjGBoC.mp4
Correct roughness curve for dynamic reflections
Start adapting denoiser to new API
Iterate denoiser
https://files.facepunch.com/sampavlovic/1b0311b1/sbox-dev_0AMMNcrONB.mp4
Update Dynamic Reflections
IES Profile as an asset, add sample IES profile
Use I8 instead of RGBA8888 for IESTextureGenerator
Support for horizontal angles in IES
https://files.facepunch.com/sampavlovic/1b3011b1/TMbj0aVAVh.png
Iterate Dynamic Reflections Component, add shader
Iterate Dynamic Reflections Component, almost feature complete
Direct port of IES Profile Texture from hackweek into TextureGenerator, use Source instead of a file for now
https://files.facepunch.com/sampavlovic/1b2611b1/OCXtsLYQSC.png
Update Viewmodel scene with ssao also showcasing proper prepass
Remove GTAO include code from scenestaging
DynamicReflections component stub
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