userSam Pavloviccancel
branchsbox/mastercancel

645 Commits over 1,461 Days - 0.02cph!

1 Year Ago
Pass current view to be used as parent view in RenderTools.RenderScene, this lets lightbinner cache shadows properly between SceneCamera views on the same world, but doesn't affect SceneSunlight though
1 Year Ago
Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture Hammer uses same shadow atlas as everything else
1 Year Ago
Add SwapChainSampleableDepth to gameinfo, we always want sampleable depth, fixes decals, light culling and reflections not working on Scene Use Complex & Dynamic Reflections to relevant dev_metal_rough/dev_nonmetal_rough materials Reenable r_tiled_rendering_depth_cull, r_tiled_rendering doesnt need to be fcvar_archive anymore
1 Year Ago
r_tiled_rendering_depth_cull: Better to flag it as FCVAR_NONE for now
1 Year Ago
Depth resolve vmat
1 Year Ago
Move specialized parts from renderpipeline into their own files, implement dynamic reflections into procedurallayerrender Add depth downsample layer, replace CVrComputeShaderRenderer with generic one Cleanup dynamic reflections layer Move depth downsample to it's own neat layer, use specialized depth resolve for another image format disable depth cull for tiled rendering while I figured why certain tool views can't resolve intermediary depth, temporarialy fixes lights and cubemaps on Scene editor Vulkan compile for depthresolve_cs Remove r_resolution_scale not referenced anywhere
1 Year Ago
Remove deprecated renderingpipeline stuff that was never even used
1 Year Ago
Compiled shaders with aoproxy fixes
1 Year Ago
Aoproxy composition: Fetch the texel with lowest distance, make it much simpler, fixes ugly black artifacts, darkern directional ao a bit more https://i.imgur.com/Laib79y.png
1 Year Ago
Remove last crumbs from fsr
1 Year Ago
Update shaders from a clean compile
1 Year Ago
Make PerViewRuntimeFastPathLightingConstantBuffer match vulkan what's on c++, compiler is still optimizing some constants out though Initialize multiview parameters on spritecard shaders
1 Year Ago
Fix copytexture coordinates hi-z depth, fixes dynamic reflections on tools https://i.imgur.com/Qn3vHPl.png
1 Year Ago
Fix small fog clipping on seamless entry for fog Fix framebuffer copy scale for water Do softer collision on ripplecompute, fixes aliasing on screen border
1 Year Ago
Compiled complex with parallax fixes
1 Year Ago
Don't offset shadow position by parallax, causes problems when shadowing lights in parallel angles to the surface sboxgame/issues/issues/3349
1 Year Ago
Fix black borders on viewmodel ao when changing resolution and add thickness factor for back tracing
1 Year Ago
Fix 4 way blend on blendable
1 Year Ago
Fix merge conflict
1 Year Ago
Screen-Space Reflections (#736)
1 Year Ago
Update compiled shaders with AO changes
1 Year Ago
[Pick] Composite baked AO into diffuse lighting
1 Year Ago
Much more accurate and faster way to calculate max depth on tiled light building by using depth hierarchy, increase tile size to
1 Year Ago
[Pick] add MinMax downsample operator for Hi-Z depth buffer, this will help us do some GPU occlusion tests and trace what's between SSR geometry Fix atmospherics not showing up on editor for shadingmodel shaders Compiled shaders
1 Year Ago
Be more lenient on light direction validation mask for directional AO, make sure that aoproxies don't clip through citizen's arms Directional AO can use more steps now that it's cheaper
1 Year Ago
Do finer steps on soft shadowing of directional AO https://i.imgur.com/VDwm44j.png
1 Year Ago
[ pick ] Pick reprojection transform constants from SSR branch [ Pick ] let reflections api be more generic to use
1 Year Ago
Add ffx_sssr shader headers from SSR branch
1 Year Ago
Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different Backport Hierarchical Z Downsample and FindOrCreateFrameBufferTexture from SSR branch, clean it up
1 Year Ago
Use multiview variant for calculating camera direction
1 Year Ago
Shader objects for VR and high precision lighting fixes
1 Year Ago
Fix glass behaviour being transparent when writing screenshots, flags to shadingmodel to fill alpha
1 Year Ago
Reenable multiview instancing on PS code for now, fixes reflections and lights projecting incorrectly in VR
1 Year Ago
Fix mixed lights having incorrect behavior when disabing high precision lighting offset, same behavior as before with it enabled
1 Year Ago
Fix warnings on rendering transparents, LAYERFLAGS_READONLY_DEPTH_STENCIL disables depth access?? Just really needs LAYERFLAGS_DOESNT_MODIFY_DEPTH_STENCIL_BUFFER, remove vr_readonly_depth_stencil_enable since it's pretty redundant
1 Year Ago
Vulkan compile for wireframe shaders
1 Year Ago
Set wireframe color as an attribute rather thaan dedicating a whole cbuffer to it, fixes hammer wireframe being dark as well since that data was not being set correctly
1 Year Ago
Update citizen aoproxies
1 Year Ago
Fix shadows and area lights on vulkan removing unused parameters that were fucking cbuffer alignment
1 Year Ago
Remove more unused shit from shaders, separate lighting constants between legacy and non legacy in shader code, initialize light code in DoLightShape
1 Year Ago
Fix errors on light.static.hlsl
1 Year Ago
Fix mixed shadows blinking black on activation, make them fade properly
1 Year Ago
Update addon shaders
1 Year Ago
Remove unused shader
1 Year Ago
Better Viewmodel Shadows (#1119)
1 Year Ago
Cache PVS on scope and do UpdateMixedShadowsComputations as a job, ~10x speed increase, do calculations every 200ms rather than 100
1 Year Ago
Add Tiled Rendering Quads to debug view list
1 Year Ago
Fix foliage in VR, let's rethink how we do multiview API later..
1 Year 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
1 Year Ago
Compile glass on vulkan, have proper curve for albedo color absoption for shadows