userSam Pavloviccancel
branchsbox/mastercancel

645 Commits over 1,461 Days - 0.02cph!

1 Year Ago
Fix monitor rendering in vr https://i.imgur.com/RxCVQ2h.png
1 Year Ago
Remove subview stuff from vr.cpp, not neded in our case Remove FSR, wasn't doing much and was causing issues with VR stencil, fix vr stencil debug Granular foveated rendering, still needs cleanup Remove old deprecated depth of field, cleanup checkerboard reconstruction Add convars for vr_foveated_rendering Get center lens position from HMD, pass foveation parameters to GPU Cleanup and update shader files Readd FSR for now, wouldn't be able to properly remove it until we have a good replacement, but don't bother with it if we're in VR Remove unused convars Tweak autofidelity, remove autofidelity for multigpu, add autofidelity for mobile while at it, fix typo Tie vr_foveated_rendering to autofidelity, optimize shaders a bit Fix rebase changes for shader assets Merge pull request #652 from Facepunch/vr-foveated-rendering VR Foveated Rendering
1 Year Ago
We aren't actually encoding normals on standard shader, so let's fix that, also let's have it DXT5 instead of BC7
1 Year Ago
Revert "Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum" This reverts commit aef55245f9cb3c500db9e32259cbde7f4b9f616d.
1 Year Ago
We do want to depth prepass in monitor views, it's much faster
1 Year Ago
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum https://i.imgur.com/l5kIX0T.png
1 Year Ago
Fix directional lightmaps and tangents on shadingmodel (including blendable), cleanup blendable, make directional lightmap settings not user editable since they're bullshit for artists We always want fast compile on iterations Recompile blendable
1 Year Ago
Typo :S
1 Year Ago
vr_msaa is VR exclusive
1 Year Ago
Remove vr_ prefix from things that aren't actually dependent on VR
1 Year Ago
Cleanup AO functions
1 Year Ago
Eyes have roughness mask too https://i.imgur.com/tSxAguq.png
1 Year Ago
Don't cutoff rough high quality reflections, we already have optimizations to deal with that, fix directionality of directional AO when there's no lightmaps https://i.imgur.com/eA8f4pJ.png
1 Year Ago
Rust player has the same eyes
1 Year Ago
Eye shader now adapts the iris to the luminosity of the env 👀 https://i.imgur.com/lLUm03S.png Add parallax to citizen's eyes https://i.imgur.com/ItsxkjG.png
1 Year Ago
Backport UI fixes that were on resource-refactor branch, makes it stop asserting like crazy on debug
1 Year Ago
Don't do tiled rendering on skybox, unlikely to yield any gains, fixes all the remaining problems on tiled rendering due to ordering
1 Year Ago
Revert "Allow for point light mixed light shadows" This reverts commit 46e7af989de7c83b3c8b8898978b88da7145c4e6.
1 Year Ago
Completely eliminate flicker on far fog clipmaps while reducing ghosting
1 Year Ago
Make voxel resolution from env_volumetric_fog_controller be less confusing and match the description of combined lights, default indirect lighting to 1, increase draw distance
1 Year Ago
Allow for point light mixed light shadows Remove old lightbinner that isn't used Remove FOG_LIGHTING_MODE_BAKED_NOSHADOWS, it's only used for hammer preview and just confuses people, default lights to affect fog Make Henyey-Greenstein curve from dynamic fog match luminosity of baked fog, improve TAA on fog https://imgur.com/a/h4G7Qr4 Fix baked fog
1 Year Ago
Fix high quality reflections showing checkerboards when it shouldnt
2 Years Ago
Fix directional AO shipping without actual directionality
2 Years Ago
Fix Shape Buffer not being generated and being cleared at wrong moment Prototype directional AO, fix reflections not showing up on shaders Send proxy mesh info as proper capsules rather than ellipsoids (which has always been silly), unify debug overlay code for them implement capsules in shader, encode directionality https://i.imgur.com/RMaTU6Q.png Implement capsule shape on reflections too https://i.imgur.com/ZEf0dxa.png Unify all aoproxy code so it's not a mess all around, makes it easier to add new shape types, add stubs for cylinder aoproxies Cylinder aoproxy meshes https://i.imgur.com/T36lRDH.png Dot product with geometric normals to avoid double occlusion on AO, fixes most artifacts Remove edge artifacting with ambient shadows https://i.imgur.com/GV8SXq3.png Misc tweaks and fixes, set default AO distance to 40, better self occlusion filter Move reflection compositing code to base code, add option to check if high quality reflctions are enabled to shader without a combo Disable aoproxy caching on models with animgraphs update shader objects Cleanup, better do vignietting Finish directional AO code before cleanup, use lightmap directionality if we are compositing to one Fix aoproxy shapes of most standard props Add support for high quality reflections in Complex shader Add high quality reflection option to complex Cleanup directional AO, have softer vigniette Some more prop aoproxy adjustments Fix flickering on directional AO probes Readd AOProxy instancing, batch AOProxies by LPV Increase precision of SDF tracing Only try to sample from reflection buffer if we have reflections defined at all on the shader Put ShapeManager on SceneWorld rather than in a singleton, fixes flickering with multiple panels Revert some experiments that shouldn't be in this branch Update shader files Sample default direction if we don't have a lightprobe Fix VR perspective on directional AO and reflections Don't run with rendersystemdx11 at all for content building, merge results on finish rather than on batches, reduce number of processors for testing CI worked perfectly with the previous thing, let's try without processor throttling Add -skiprendersystem param instead of forcing to it, map resourcecompiler needs GPU Merge pull request #614 from Facepunch/aoproxies-suck AOProxies Rework
2 Years Ago
Revert "Sprite card compiled shader with fixes" This reverts commit ed5cfdcc2bd94d525dc48e55373bad7f0889747f. Fix typo on spritecard
2 Years Ago
Sprite card compiled shader with fixes https://i.imgur.com/B1O3Eqc.png
2 Years Ago
Fix incorrect blending on spritecard, makes render scene test pass
2 Years Ago
Don't bother with multiview instancing unless we explicitely want it, previous behaviour was to always ignore it even when we wanted it, fixes decals and other stuff in VR
2 Years Ago
Update shaders with adjustments for tiled rendering
2 Years Ago
Greatly increase depth precision for world, fix decals in VR, don't do viewmodel offsetting at all on VR Fix Undefined Behaviour In Tiled Rendering
2 Years Ago
Disable seamless fade for dof, better to keep the nice translucent sorting for now
2 Years Ago
Fix DoF stuff
2 Years Ago
Fix intersection on box on tiled light builder, don't bother trying to get intersection inside of box Also reenable depth cull Bloat bbox a bit to catch edges, send updated compiled shader
2 Years Ago
Add simple_liquid to replacement list too
2 Years Ago
start removing vr_warp, modern HMDs don't need it cull most unused shaders, remove unused include files, rename shaders with sbox_ prefix to better names Cleanup shaders, compile renamed shaders Remove vr warp and most of subview rendering More cleanup Remove subview rendering, if we use foveated we'll roll our own solution Remove more bullshit, start reimplementing a sane spectator view Reimplement spectator view Remove anything to do with aerial perspective, remove old glass shader Remove wrinkle from complex, cleanup and cull some more shaders remove complex and spritecard from build list, want to quickly test if everything is okay on CI Update all_shaders.txt move remaining materials that use blend.vfx to blendable, delete blend.vfx Merge branch 'shader-cull' of sbox into shader-cull remove compiled files of the shaders we removed Update shaders with the cleaned up code keep old glass shader while the new one isn't merged in Remove deferred lights from code, only care for the lightbinner we use remove old blur and old bloom Remove grasstile materials Remove auto fidelity visualizer, remove bilateral blur and liquid shader, remove remaints of old blur shader Remaining missing materials and compiled shaders Replace removed shaders that are still referenced in some assets with it's replacement shader Update foliage and legacy glass with the correct depth shader Add parallax occlusion to list of shader replacements Remove postprocess_standard, readd floor_pebbles_a with correct shader Update compiled addon shaders Merge pull request #506 from Facepunch/shader-cull Shader Cull Cleanup
2 Years Ago
Correct and simplify standard shading model envmaps and lights
2 Years Ago
Make LPV use another shading model
2 Years Ago
Fix VR for tiled envmaps Don't show Show Dev Shaders and Show Core Shaders checkbox outside internal builds
2 Years Ago
Fix intersections again Disable depth culling for tiled envmaps for now Object files for tiled
2 Years Ago
Reduce number of visible tiles Fix tiled rendering on 3D Skyboxes
2 Years Ago
Shader files with cubemap index fix Fix Box Intersect transformations on tiled light builder
2 Years Ago
Fix cubemaps reading garbage data
2 Years Ago
be less conservative with mixed shadows update radius
2 Years Ago
Properly fix cubemaps mips not being copied correctly to texture array
2 Years Ago
func_monitor material shouldn't be using base.vfx shader
2 Years Ago
Refactor and cleanup all core shaders, remove all warnings from core shaders Update shader objects, remove example shader objects
2 Years Ago
Fix warnings on water Fix typo Shader objects for water
2 Years Ago
Fix debug overlay in VR
2 Years Ago
Fixed signed underflow on number of envmaps, fixe perfomance on some maps
2 Years Ago
Fix building vphysics2 on latest visual studio version