userSam Pavloviccancel
branchsbox/mastercancel

645 Commits over 1,461 Days - 0.02cph!

1 Year Ago
Don't compile shader if they exceed our VFX_MAX_SAMPLERS
1 Year Ago
Support for multidimentional arrays on vfx Use HDR fog clipmaps https://i.imgur.com/0HtWKID.png
1 Year Ago
Ship compiled Complex with POM
1 Year Ago
Update lightcookie slices rendering incorrectly when a slice is removed, fix it running 16x times more than needed too
1 Year Ago
Add parallax to complex, also add lighting offsetting to it
1 Year Ago
Experiment with a higher clustered mesh volume on map compile https://cdn.discordapp.com/attachments/837029412892442654/1083673911184597052/image.png Merge branch 'master' of sbox
1 Year Ago
Be able to rotate fog volumes Test transformed AABB for fog visibility tests Pass world to volume on client, update volumetric_fog_controller helper based on rotated bounds, update fgd https://i.imgur.com/ZvaA5Wl.png Recompile fog shader
1 Year Ago
Fix volumetric lights not working for sunlights, both in hammer viewport and baked light https://i.imgur.com/BzToOt2.png
1 Year Ago
Encode tintmask on unused channel of normal map so we don't need a combo to store translucency in Material API
1 Year Ago
Fix scenesystem generating an incorrect volumetric fog preview when there's no fog volumes in the map
1 Year Ago
Simplify how baked fog is declared internally and make it much less confusing for end users Disable baked fog on hammer
1 Year Ago
Fix temp depth rendertargets hashing incorrectly when changing MSAA setting
1 Year Ago
Use a capsule rather than sphere for ripplecompute, send velocity data to ripplecompute, makes ripples seem fully connected even in low franerates Tag r_water_ripples to be removed from engine on next painday :S Fix intersection flickering in SDF reflections Make water ripples feel much more natural, fix it exploding Fix water collision not working, tweak water ripple propagation
1 Year Ago
Update shaders with NaN fix for directional lightmaps
1 Year Ago
Bring directional lightmap variable changes to standard shading api
1 Year Ago
Fix NaN on directional lightmaps
1 Year Ago
Fix front samples need less taps
1 Year Ago
Add front facing dof blur Add options for front/back blur to DofPanel https://i.imgur.com/z1dbv1X.jpeg Do inverse fetch for back pass filtering
1 Year Ago
Remove stuff from renderingworld that's from old renderpipelines ( Old SSAO, Old SSR, Dota Depth Prepass, retinaburn ) Fix shadowing on standard shading model, also fixes shadowing on debug visualizations for custom shaders https://files.facepunch.com/sam/1b2311b1/Hammer%20-%20%5Buntitled_1.vmap%20_%5D%202023-02-23%2009-56-29.mp4 Remove r_ssr and ssao ref from mapdoc
1 Year Ago
Make sure we're passing lighting constants to screenspace particles
1 Year Ago
Update shaders
1 Year Ago
Don't draw baked fog lighting on hammer, was causing volumetric fog to be drawn twice after compile
1 Year Ago
Fix how screenspace particles are drawn, just draw them directly rather than allocating another render texture to them Only show VR overlay for screenspace particles if we're on VR mode, update post_process shader
1 Year Ago
Fix some stuff and pull reflection compositing changes from SSR branch so we don't need to compile shaders twice when that's merged
1 Year Ago
Add option to control cubemap feathering https://files.facepunch.com/sam/1b2211b1/Hammer%20-%20%5Bcube_priority_test.vmap%20_%5D%202023-02-22%2011-53-48.mp4
1 Year Ago
Fix cubemap reflections debug vis to have correct behaviour, queued by a shader compile
1 Year Ago
Fix blendable only showing one channel
1 Year Ago
Cleanup Shader ID preview, add more preview modes to tools UI
1 Year Ago
Fix CUBEMAP_REFLECTIONS debug view on both material api and valve code, needs a full shader compile Remove ShaderIDColors list, shader id colors list is generated procedually, add baked lightmapping debug modes to material API Recompile blendable with latest changes
1 Year Ago
Darken directional AO results a tiny bit to have better contact https://i.imgur.com/rLmUM0I.png Fix most debug views
1 Year Ago
Fix tangent generation not working correctly for ShadingModelValveStandard, fixes directional lightmaps looking messy on custom shaders https://i.imgur.com/JlZGHHH.png
1 Year Ago
Fix remainder of debug vis on Material API shaders Recompile blendable with debug vis support https://i.imgur.com/KcF0ZV0.png
1 Year Ago
Fix shader lightmapping Update blendable shader
1 Year Ago
Do downsampling in multiple passes, makes the code simpler, bypasses fuckery with the GPU memory controller and cost is basically the same Add remaining mip downsample levels
1 Year Ago
Move objecthighlight shader from code directory to content directory, fixes being able to join multiplayer games
1 Year Ago
Set maximum of 8 mixed light shadows at once, doesn't impact perf much
1 Year Ago
Adjust light heuristics Smooth fade in shadows
1 Year Ago
Mixed Shadows Rework (#710) * Remove mixed shadow fading, it never worked properly, we can do it better, increase mixed light shadows limit to 4, remove light evaluation budget * Support for point light evaluation, let sunlight always have highest evaluation score, debug cleanup * Let directional AO have falloff that better approximates to inverse square law * Use 8k shadow atlas by default so that we downsample less often, reenable not casting shadows on point lights, needs more thought * Have adaptive resolution for mixed shadows * Recode all mixed light selection heuristics 🍷 * Extract importance calculation to CalculateMixedLightImportance, finish it * Cleanup, remove rest of old mixed shadows heuristics that is unused now * Cleanup, do shadow computations every .1 seconds rather than evecry frame * Do a few visibility tests to see if the light is visibile to an entity and not fully shadowed * Don't care at all for lights behind us that are not overlapping the player * Tweak visibility testing, let directional lights go into test rather than just checking if sky is visible * More cleanup * Ortho lights trace on backwards direction, do shadow queries from light's perspective * Do backface culling on ortho lights too * Last final weighting adjustments
1 Year Ago
Fix edge vignietting on single pass gaussian blur
1 Year Ago
Stencil highlights (#701) * Initial work on stencil glows * Unbind SetStencilMode, not really needed, add clear with stencil support instead * Do custom blending to avoid overdraw and set render priority so outlines blend with eachother * Update shader * Bind pattern scroll scale to the shader and compile optimized shaer * Delete older highlight postprocess shader, actually bind clear with stencil support * Reduce number of iterations on thin lines * Remove pattern from being assignable in code, let it be done in material instead, * Use temporary depth-only rendertarget instead of clearing depth, there are effects that still depend on depth on screenspace postproecss stage, allow binding only depth * Remove standard shading code from highlight shader, doesn't need it at all * Put highlight shader on the same folder as highlightrenderer, put the old highlight shader on shaders folder so gamemodes that aren't updated don't break
1 Year Ago
Disable water reflections until Water rework, it's look slowly degraded over time to a point where it's looking worse than if on and taking too much frametime. We'll do it better.
1 Year Ago
UI Blur with mip chain Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S Generate mips after resolving framebuffer Add blurred downsample shader Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿 Single pass downsample Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels Solve race condition on shader, do both axis sequentially Deprecate GenerateMipMaps Move mips generation stuff to Texture.Utils Cleanup Let's not break the API, don't use UAV if we don't expect to use Mips Move GenerateMips back to Graphics since we're in a render block Move MSAA methods to use MultisampleAmount enum reducing clutter, add summary of DownsampleMethods Merge pull request #699 from Facepunch/fast-blurs-2 Fast Blurs
1 Year Ago
Simulate clothes on tick by default https://i.imgur.com/AHZml3P.mp4
1 Year Ago
Make custom shaders shared VS code not add bullshit that just goes unused
1 Year Ago
Implement initial cubemap priority sorting in our cubemap system
1 Year Ago
Fix tiled light builder adding one garbage envmap to the list
1 Year Ago
Fix crash due to trying to access invalid prepass layer
1 Year Ago
Take biggest radius component when passing shape proxies to gpu
1 Year Ago
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on alphatested materials
1 Year Ago
Fix fallback shaders pointing to their deprecated counterparts, fixes ToolsShadingComplexity for the upcoming debug views refactor Much better directional ao falloff curve Use same AO directionality filter path on lightmapped materials to fix backface bleed Fix remaining .vfx references in code