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40 Commits over 334 Days - 0.00cph!

2 Days Ago
Bloom adjustments, use biquadratic for smoother lobe, add bloom test scene https://files.facepunch.com/sampavlovic/1b0911b1/fqAchPQkKt.png
6 Days Ago
Add gamma slider to Bloom2, better threshold control https://files.facepunch.com/sampavlovic/1b0511b1/TxvWZBZWLd.png
7 Days Ago
Demote NanoVDB from a GameResource to just a class, we don't handle non-json gameresources well yet
7 Days Ago
Smoother threshold curve for Bloom2
7 Days Ago
Remove development log from nanovdb.grid.cs, loads fine
12 Days Ago
Obsolete advanced stuff, add tint, update command list only when stuff change
12 Days Ago
Iterate Bloom2, use command lists, implement all 3 composite modes correctly (they're all wrong on our current postprocess)
14 Days Ago
Wip Bloom2 https://files.facepunch.com/sampavlovic/1b2611b1/qZdKJjLQSC.png
15 Days Ago
Iterate volumetrics https://files.facepunch.com/sampavlovic/1b2511b1/ub4cgGGcRS.png
23 Days Ago
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
36 Days Ago
Correct roughness curve for dynamic reflections
36 Days Ago
Start adapting denoiser to new API Iterate denoiser https://files.facepunch.com/sampavlovic/1b0311b1/sbox-dev_0AMMNcrONB.mp4
40 Days Ago
Update Dynamic Reflections
40 Days Ago
IES Profile as an asset, add sample IES profile
40 Days Ago
Use I8 instead of RGBA8888 for IESTextureGenerator Support for horizontal angles in IES https://files.facepunch.com/sampavlovic/1b3011b1/TMbj0aVAVh.png
41 Days Ago
Iterate Dynamic Reflections Component, add shader Iterate Dynamic Reflections Component, almost feature complete
44 Days Ago
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
50 Days Ago
Update Viewmodel scene with ssao also showcasing proper prepass
50 Days Ago
Remove GTAO include code from scenestaging DynamicReflections component stub
3 Months Ago
Add Shader Classes Test
3 Months Ago
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
3 Months Ago
Update Roughness_test
3 Months Ago
Add roughness test scene, Compares if IBL GGX Filter matches reference
3 Months Ago
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
3 Months Ago
GTAO in Scenestaging
3 Months Ago
Ssao.scene tests both ao techniques at once
4 Months Ago
Rewrite FFT Wave, wip
4 Months Ago
Fixedupdate on fluid simulation, smoke
4 Months Ago
Liquid Test from HC2 and Water2, stub FFT wave shader
5 Months Ago
Ortho test scene
6 Months Ago
update depth of field scene
6 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
7 Months Ago
Transparency Sorting Test Scene
8 Months Ago
Add Cornel Box with Fog for testing dynamic indirect fog lighting
8 Months Ago
Cornel Box scene with moving light for GI test
9 Months Ago
Update Fog.Cubemap test scene https://files.facepunch.com/sam/1b1911b1/sbox-dev_ktnlWsCs24.mp4
9 Months Ago
Readd Skyballs an ambient light test scene https://files.facepunch.com/sam/1b1911b1/JYx0E9JbyL.jpg
9 Months Ago
Add Cornell Box scene
10 Months Ago
Add Light Cookie test scene
11 Months Ago
Update cubemap.dynamic.scene with actual dynamic cubemaps