userSam Pavloviccancel
branchsbox/mastercancel

558 Commits over 1,247 Days - 0.02cph!

10 Months Ago
Update citizen aoproxies
10 Months Ago
Fix shadows and area lights on vulkan removing unused parameters that were fucking cbuffer alignment
10 Months Ago
Remove more unused shit from shaders, separate lighting constants between legacy and non legacy in shader code, initialize light code in DoLightShape
10 Months Ago
Fix errors on light.static.hlsl
10 Months Ago
Fix mixed shadows blinking black on activation, make them fade properly
10 Months Ago
Update addon shaders
10 Months Ago
Remove unused shader
10 Months Ago
Better Viewmodel Shadows (#1119)
10 Months Ago
Cache PVS on scope and do UpdateMixedShadowsComputations as a job, ~10x speed increase, do calculations every 200ms rather than 100
10 Months Ago
Add Tiled Rendering Quads to debug view list
10 Months Ago
Fix foliage in VR, let's rethink how we do multiview API later..
10 Months Ago
Lightbinner Separation between VK/D3D11 (#1133) * Add LightBinnerLegacy so we don't kludge our lightbinner with stuff we can't change on d3d, rename our main lightbinner to LightBinnerStandard * Remove deprecated cbuffers * Add lightbinner_legacy, separate both lightbinners based on the rendering system we use
10 Months Ago
Compile glass on vulkan, have proper curve for albedo color absoption for shadows
10 Months Ago
Remove cached lights
10 Months Ago
Recompile glass with support for world mapping
10 Months Ago
Remove msdfgen, been there forever and we never used it for anything, better to implement it in C# if we ever need it
10 Months Ago
Remove ExtraShaderDataFormat, just have everything uniform Remove EXTRA_SHADERDATA_FORMAT from shaders too
10 Months Ago
Fix glass not compositing translucency properly, also fix area light problems with it
10 Months Ago
Fix vrad light bounces for blendable
10 Months Ago
Update shader objects
10 Months Ago
Revert that change to readd structs and do the proper fix
10 Months Ago
Keep struct in cbuffer layouts for legacy layout
11 Months Ago
Avoid models rendering black when assigning blendable to them
11 Months Ago
Don't offset the pixel position by the parallax offset for shadowing on complex, causing problems in 90 degree angles Fix area lights nuking lighting when very small
11 Months Ago
Dispose temp rts on end of scope rather than when we request another one, lets reuse them through the frame, fixes multiple blurs not showing up
11 Months Ago
Remove remaining breadcrumbs of fsr
11 Months Ago
Better directional ao curve, update crate01
11 Months Ago
Fix directional AO falloff looking very faint and let it take ambient light into account for calculating hardness https://files.facepunch.com/sam/1b0911b1/gpBUzR76wN.jpg Redo and recompile aoproxies of all citizen props https://files.facepunch.com/sam/1b0911b1/v3nI9nRpR1.jpg
11 Months Ago
Fix remainder of shaders
11 Months Ago
Fix typo
11 Months Ago
Shadingmodel Declutter (#1041) * Start cleaning up material and shadingapi * Allow using functions inside of HLSL structs https://i.imgur.com/t1AwQzr.png * Replace all GatherMaterial bullshit with Material::From() * Remove Material parameter references to things that aren't implemented yet, put TransformNormal in normals file * Cut everything from ShadingModel too and let's start from a static class * Redo light api on shaders, start implementing new dynamic light under this structure, move raytracing shit to it's own folder, add sample shadingmodel * Allow structs in structs ( HLSL 2021 and forwards ) * Most of static light with the new api * Fix shadowing on indexed lights on new light api * Move shadingmodel structures to shadingmodel.hlsl * Fix light static assignment for lighting api, fix shadowing for them too * Stub for EnvironmentMapLight * Implement cubemap light * ShadingModelValve * light.envmap.hlsl becomes light.environment.hlsl for better readability, add debug views to material api, CUSTOM_MATERIAL_INPUTS preprocessor * AmbientLight * Sane implementation atmospherics and debug vis postprocessing for shadingmodel api * Finish debug vis, rename ShadingModelValve to ShadingModelStandard * Start rewriting blendable with new api, port glass to new api * Rewritten blendable shader * Refactor remaining shaders to new shadingmodel api, fix shadergraph not working, readd procedural.hlsl for shadergraph but fix typo on title
11 Months Ago
Allow area light size to be changed in runtime
12 Months Ago
Simplify cubemap priority calculation
12 Months Ago
Assume an UAV texture written to lightcookie atlas should always be updated as well
12 Months Ago
Update complex shader
12 Months Ago
Let transmissive mask use tint color in complex shader https://i.imgur.com/5lkQh7M.png Allow scaling roughness on legacy shaders
12 Months Ago
Fix sequential fog transforms being fucked, fix fog contribution always being at minimum of 0.001, cleanup
12 Months Ago
Make volumetric fog perfomance much better with area lights
12 Months Ago
fix lighthelper treating unrelated entities as lights, fixes slowdown on compile
12 Months Ago
Use previous logic for the recording texture but keep the rect crop
12 Months Ago
Fix F6 recording when FB scratchtexture is bigger than the screen
12 Months Ago
Make sure area lights don't intersect with walls so we can sample CDFs properly, do bound calculation properly, speed up SIMD path
12 Months Ago
Area light controls for spotlightentity and update gizmos for the other ones, CylinderLightEntity.cs > AreaLightEntity.cs
12 Months Ago
Area Lights (#885) Co-authored-by: bakscratch
1 Year Ago
Remove SetMinimumFrameBufferRenderTargetSize, only used on SFM and it fucks scratch FBs, don't let SetMainSwapChain override behaviour of swapchain size listener on tools, remove hacks that we were using for setting scratch fbs
1 Year Ago
Fix fog drifting when your view is still by clamping max TAA value Fix cubemap feathering on combined light probes
1 Year Ago
Fix eye shader disabling depth prepass for the entire sceneobject Put ToMaterial only if we use material inputs, use custom ToMaterial for Blendable since we use different inputs, fixes tinting on multiblend, we're gonna rethink this soon Readd break statement to material remap array after we find a match, use safer comparison
1 Year Ago
Add light scale for direct light calculation, make it be affected by FogContributionStength
1 Year Ago
Always render shadows if sky is visible on stationary direct lights
1 Year Ago
Readd FlushScratchRenderTargets, that's resized to the monitor screen anyway when you open a tool if you need an expanded viewport