userSam Pavloviccancel
branchsbox/arealightscancel

24 Commits over 61 Days - 0.02cph!

1 Year Ago
Update all shaders to support area lights
1 Year Ago
This should be the right logic for roughness offsetting on plane lights
1 Year Ago
Remove dominant vector adjustment for rect lights, fix capsule lights not sphere bloating right Fix uninitialized variables in spritecard Update blendable shader
1 Year Ago
Rect light gizmos
1 Year Ago
Sphere light gizmos and update capsule light gizmos Allow custom dotted alpha for our gizmos to have transparency
1 Year Ago
Capsule light gizmos
1 Year Ago
Sphere light prototype Tube light prototype Data structures for light shapes Add CapsuleLightEntity, pass extra light parameters properly Do custom NdotL computation for capsule lights Volumetric light for vrad Cleanup Indexed baked light support for area lights light_capsule editor model Fix bounds of baked lights and don't cast rasterized shadows if light is an area light added light rect editor icon https://files.facepunch.com/louie/1b1611b1/sbox-dev_txMYDqSXVV.png Disc Light prototype Area light dynamic volumetric fog support Rectangular lights, cleanup More cleanup, keep both disc and rect paths, baked light support for rects Remove old now-unused ComputeDirectLighting_SingleLightFastPath and refactor DoLightShape, changes on dynamic volumetric fog Separate diffuse and specular rays for rects, get it working nicely on volumetric fog too Only light the front of the light_rect on vrad Clamp L of rect and sphere so that it can intersect ground Fix specular on indexed lights Add tiled rendering tools debug vis mode Fix baked rect lights dot product eating what's behind it and leaving it black Tiled Rendering for area lights Only do clamping in NdotL for Capsule Lights, avoids it showing through walls C# side of rectanglelightentity Fix rect light specular, approximate reflection vector by the dominant direction vector so that we don't get a weird rough projected reflection Update shaders for area lights, including compiled version Fix bbox on light baking for area lights Add capsule, cylinder and sphere shapes to gizmos
1 Year Ago
Fix rect light specular, approximate reflection vector by the dominant direction vector so that we don't get a weird rough projected reflection Update shaders for area lights, including compiled version Fix bbox on light baking for area lights
1 Year Ago
Only do clamping in NdotL for Capsule Lights, avoids it showing through walls C# side of rectanglelightentity
1 Year Ago
Sphere light prototype Tube light prototype Data structures for light shapes Add CapsuleLightEntity, pass extra light parameters properly Do custom NdotL computation for capsule lights Volumetric light for vrad Cleanup Indexed baked light support for area lights light_capsule editor model Fix bounds of baked lights and don't cast rasterized shadows if light is an area light added light rect editor icon https://files.facepunch.com/louie/1b1611b1/sbox-dev_txMYDqSXVV.png Disc Light prototype Area light dynamic volumetric fog support Rectangular lights, cleanup More cleanup, keep both disc and rect paths, baked light support for rects Remove old now-unused ComputeDirectLighting_SingleLightFastPath and refactor DoLightShape, changes on dynamic volumetric fog Separate diffuse and specular rays for rects, get it working nicely on volumetric fog too Only light the front of the light_rect on vrad Clamp L of rect and sphere so that it can intersect ground Fix specular on indexed lights Add tiled rendering tools debug vis mode Fix baked rect lights dot product eating what's behind it and leaving it black Tiled Rendering for area lights
1 Year Ago
Tiled Rendering for area lights
1 Year Ago
Fix specular on indexed lights Add tiled rendering tools debug vis mode Fix baked rect lights dot product eating what's behind it and leaving it black
1 Year Ago
Use HDR fog clipmaps https://i.imgur.com/0HtWKID.png
1 Year Ago
Clamp L of rect and sphere so that it can intersect ground
1 Year Ago
Only light the front of the light_rect on vrad
1 Year Ago
Separate diffuse and specular rays for rects, get it working nicely on volumetric fog too
1 Year Ago
Remove old now-unused ComputeDirectLighting_SingleLightFastPath and refactor DoLightShape, changes on dynamic volumetric fog
1 Year Ago
Rectangular lights, cleanup More cleanup, keep both disc and rect paths, baked light support for rects
1 Year Ago
Area light dynamic volumetric fog support
1 Year Ago
Disc Light prototype
1 Year Ago
Fix bounds of baked lights and don't cast rasterized shadows if light is an area light
1 Year Ago
Indexed baked light support for area lights
1 Year Ago
Add CapsuleLightEntity, pass extra light parameters properly Do custom NdotL computation for capsule lights Volumetric light for vrad Cleanup
1 Year Ago
Sphere light prototype Tube light prototype Data structures for light shapes