userSam Pavloviccancel
branchsbox/depthnormalcancel

22 Commits over 59 Days - 0.02cph!

23 Days Ago
Shader template uses S_MODE_DEPTH combo
23 Days Ago
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4 Bind ClearFlags, this should probably be implicit Just use DepthNormalPrepassLayer, use depthnormal mode again Remove old no-normals depth prepass, keeps things simple, effects that we use will need to rely on depthnormals, doesn't add too much cost Fix typo on gtao Reconstruct Normals::Sample from depth if underlying texel doesn't use DepthNormal mode https://files.facepunch.com/sampavlovic/1b2711b1/DdYOdR9WrI.png DepthNormals mode fallback if shader doesn't have it Pass screen size to managed texture we create for depthnormal gbuffer, dimensions must match the swapchain, which resized viewports don't match Apply offset when sampling Prepass Normals https://files.facepunch.com/sampavlovic/1b0411b1/dfC5VELlYw.png Use Depth MODE instead of DepthNormals for DepthNormals Enable shadow fast pass properly, make it use depth_only shader update shaders with depthnormal
23 Days Ago
Enable shadow fast pass properly, make it use depth_only shader
23 Days Ago
Revert "Add DepthNormal() mode to lit shaders, this seem the most straightforward way to do this, shaders with just Depth() usually have a shared shader with no-color no-material output, legacy shaders rebuild normals from depth, not rendered in depthnormals mode" This reverts commit 1de87df502b99a787b40381cc6b52988f9dae6bc. Use Depth MODE instead of DepthNormals for DepthNormals
51 Days Ago
Apply offset when sampling Prepass Normals https://files.facepunch.com/sampavlovic/1b0411b1/dfC5VELlYw.png
52 Days Ago
Pass screen size to managed texture we create for depthnormal gbuffer, dimensions must match the swapchain, which resized viewports don't match
52 Days Ago
DepthNormals mode fallback if shader doesn't have it
52 Days Ago
Update shaders
52 Days Ago
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4 Bind ClearFlags, this should probably be implicit Just use DepthNormalPrepassLayer, use depthnormal mode again Add DepthNormal() mode to lit shaders, this seem the most straightforward way to do this, shaders with just Depth() usually have a shared shader with no-color no-material output, legacy shaders rebuild normals from depth, not rendered in depthnormals mode https://files.facepunch.com/sampavlovic/1b2711b1/hSVL6jr1Rx.png Remove old no-normals depth prepass, keeps things simple, effects that we use will need to rely on depthnormals, doesn't add too much cost Fix typo on gtao Reconstruct Normals::Sample from depth if underlying texel doesn't use DepthNormal mode https://files.facepunch.com/sampavlovic/1b2711b1/DdYOdR9WrI.png
59 Days Ago
Reconstruct Normals::Sample from depth if underlying texel doesn't use DepthNormal mode https://files.facepunch.com/sampavlovic/1b2711b1/DdYOdR9WrI.png
59 Days Ago
Add DepthNormal() mode to lit shaders, this seem the most straightforward way to do this, shaders with just Depth() usually have a shared shader with no-color no-material output, legacy shaders rebuild normals from depth, not rendered in depthnormals mode https://files.facepunch.com/sampavlovic/1b2711b1/hSVL6jr1Rx.png Remove old no-normals depth prepass, keeps things simple, effects that we use will need to rely on depthnormals, doesn't add too much cost Fix typo on gtao
59 Days Ago
Bind ClearFlags, this should probably be implicit [Pick] Add Mode fallback, used for both using Depth() as a fallback if shader doesn't have DepthNormal() and to move VrForward() to just Forward() Just use DepthNormalPrepassLayer, use depthnormal mode again [Pick] VrForward > Forward, reverse fallback so that old shaders with VrForward use that still
2 Months Ago
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
2 Months Ago
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
2 Months Ago
Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
2 Months Ago
Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS
2 Months Ago
Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional
2 Months Ago
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set
2 Months Ago
Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer [pick] Use current msaa type when creating a new swapchain for tool widgets instead of using msaa 16X, currently doesn't change when changing settings though
2 Months Ago
DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels
2 Months Ago
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH
3 Months Ago
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH