userSam Pavloviccancel
branchsbox/gtaocancel

8 Commits over 30 Days - 0.01cph!

Today
Shitty TAA, smeary but iteratable with bbox clamping, add thin occluder compensation
Yesterday
Update texture formats and remove unused code
Yesterday
[pick] Add Motion.hlsl for motion vectors Iterate GTAO, start deoising, remove unused shit, fix bug with binding too many textures on the lexer
6 Days Ago
Remove old SDF functions entirely (byebye) Iterate GTAO, works almost perfectly ingame, add noise function to it
6 Days Ago
Iterate GTAO, use built in uint encoding for passes, all 3 passes work, workaround for dxc compiler bug with dot product with half floats
7 Days Ago
Calculate gtao depth and normals properly, use inverted depth for gtao
13 Days Ago
Iterate GTAO Iterate GTAO
26 Days Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler VrMonitor goes long unused since we removed SceneMonitor & VR Multiview Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao AO on lighting pass GTAO stub, remove sdf.hlsl (until we meet again 🫡 ) Iterate gtao