userSam Pavloviccancel
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93 Commits over 212 Days - 0.02cph!

1 Year Ago
RenderTools::Draw don't reset the bound transform, but make sure it's set in CManagedRenderLayer before passing to UI.. Not great solution overall Revert "Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different" This reverts commit 076e225cae9b15bffce9a6c45e37a4ec49cb89b4. Fixed AE_CL_PLAYSOUND anim events not playing for non-networked client-only entities Fix confusing comment Use margin for package selector modal so you can click out of it Merge branch 'master' into ssr
1 Year Ago
Compiled water shader
1 Year Ago
Use old water for dynamic reflection's first release but convert it to material API to fix a bunch of issue and as forward looking to water2, iterate on water collision
1 Year Ago
Squash commit of what was on SSR branch Update compiled shaders Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection Convert water to the new system, adjust reflections.hlsl Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability Get ripples on new water shader High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it Fix toggleability of SSR in shaders Better way to do r_dynamic_reflections_draw_everything Don't sample ripples on shader if not using water entity Simplify cpu side of ssr, fix things for latest revision Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png Squashed commit of the following: commit da96f1c95fb7c20271e9ce8428aeecbb780f7845 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Sun Jul 23 21:45:44 2023 +0100 Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png commit 7c323611215a44a3e1b97284a624c0df656ba4c5 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Jul 21 22:54:37 2023 +0100 [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan commit b96e5efc447484f7a040ead9213df1a263d88d55 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Jul 19 18:50:33 2023 +0100 Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water commit 6002107634ea0c747c17cb4160e4f9b649e3b700 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 13 19:05:03 2023 +0100 Fix water ripple collision commit 2f5247f5443eeffb54d3620d09ae476e2c9b6442 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Mon Jul 10 20:18:01 2023 +0100 Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible commit 354b77dbcadd40e893bbb0f2f9e2d09a88f18db6 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 6 17:50:00 2023 +0100 Water fog and refraction commit 3cd9da902a4f12d8f53ab9d8f3b43ad0b5bb0c9a Author: Sam Pavlovic <sam@sampavlovic.com> Date: Tue Jul 4 14:39:04 2023 +0100 Backport simple water from SSR branch Cleanup, shared_standard_ps_code doesnt need these anymore since we define on material, sharpen compositing confidence Encode normals in 2D view space for denoising, simpler and works much better, increase max sample count for reprojection Cleanup Frambuffertexture bullshit, it's on scenesystem now Try to escape backtracing linear search in power of two increments Pass downsample ratio to intersection and denoiser so that we keep a full res hi-z buffer for fullscreen traces Fix pathes and attributes Compiled shaders for SSR except complex Compiled Complex with SSR Default dynamic reflections to 0, cleanup Only do MSAA blit on depth, fixes SSR on vulkan and a bunch of other weird regressions
1 Year Ago
Compiled Complex with SSR
1 Year Ago
Compiled shaders for SSR except complex
1 Year Ago
Fix pathes and attributes
1 Year Ago
Try to escape backtracing linear search in power of two increments Pass downsample ratio to intersection and denoiser so that we keep a full res hi-z buffer for fullscreen traces
1 Year Ago
Cleanup Frambuffertexture bullshit, it's on scenesystem now
1 Year Ago
Encode normals in 2D view space for denoising, simpler and works much better, increase max sample count for reprojection
1 Year Ago
Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png Squashed commit of the following: commit da96f1c95fb7c20271e9ce8428aeecbb780f7845 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Sun Jul 23 21:45:44 2023 +0100 Fix SSR traces not being able to backtrace, do linear search when doing backtracecs https://i.imgur.com/UzNKHRL.png commit 7c323611215a44a3e1b97284a624c0df656ba4c5 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Fri Jul 21 22:54:37 2023 +0100 [Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan commit b96e5efc447484f7a040ead9213df1a263d88d55 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Wed Jul 19 18:50:33 2023 +0100 Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water commit 6002107634ea0c747c17cb4160e4f9b649e3b700 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 13 19:05:03 2023 +0100 Fix water ripple collision commit 2f5247f5443eeffb54d3620d09ae476e2c9b6442 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Mon Jul 10 20:18:01 2023 +0100 Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible commit 354b77dbcadd40e893bbb0f2f9e2d09a88f18db6 Author: Sam Pavlovic <sam@sampavlovic.com> Date: Thu Jul 6 17:50:00 2023 +0100 Water fog and refraction commit 3cd9da902a4f12d8f53ab9d8f3b43ad0b5bb0c9a Author: Sam Pavlovic <sam@sampavlovic.com> Date: Tue Jul 4 14:39:04 2023 +0100 Backport simple water from SSR branch Cleanup, shared_standard_ps_code doesnt need these anymore since we define on material, sharpen compositing confidence
1 Year Ago
Squash commit of what was on SSR branch Update compiled shaders Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection Convert water to the new system, adjust reflections.hlsl Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability Get ripples on new water shader High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it Fix toggleability of SSR in shaders Better way to do r_dynamic_reflections_draw_everything Don't sample ripples on shader if not using water entity Simplify cpu side of ssr, fix things for latest revision
1 Year Ago
Don't sample ripples on shader if not using water entity
1 Year Ago
Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it Fix toggleability of SSR in shaders Better way to do r_dynamic_reflections_draw_everything
1 Year Ago
Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader
1 Year Ago
High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test
1 Year Ago
Get ripples on new water shader
1 Year Ago
Squash commit of what was on SSR branch Update compiled shaders Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection Convert water to the new system, adjust reflections.hlsl Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability
1 Year Ago
Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result
1 Year Ago
Convert water to the new system, adjust reflections.hlsl
1 Year Ago
Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection
1 Year Ago
Squash commit of what was on SSR branch Update compiled shaders
1 Year Ago
Squash commit of SSR and Denoiser work Reimplement Min/Max downsample for new shader Do alpha denoising for DNSR reprojection pass Alpha denoising on the other passes Finish temporal alpha denoising Track reflection gbuffer history so that denoiser knows when to use mirror reflections Fix NaN rays on high quality reflections tracing Test for SSR on water Add contact hardening for DNSR reflections https://i.imgur.com/PHaZgQv.png Test for saving downsampled depth history, might not be necessary, redo convoluted multiple-layers downsample with a simple call to our downsample function call Iterate SSR, fix reprojection Enhance contact hardening for radiance history, drift encoded normals a bit so that normals facing down don't get encoded incorrectly, improve temporal stability factor Some adjustments for contact hardening and compiled shaders Separate water better and output to reflection gbuffer, reflections don't look great yet but has all boilerplate for water2 Force special case for water cubemap blending for now More aggressive contact hardening Compile optimized shaders Allow increasing sampler per pixel on denoiser, use lower precision gbuffer, fix compositing looking weird Do edge gap hardening on prefilter pass Allow for configurable sample count with r_high_quality_reflections_sample_count Tweak reconstruction and normal calculation on ssr, readd edge feathering that was incorrectly left out Do pingponging by using current frame count, hash using required dimensions rather than viewid since these can be 0 Remove SSR shimmering with multiple samples Sharpen reflection denoise
1 Year Ago
Tweak reconstruction and normal calculation on ssr, readd edge feathering that was incorrectly left out Do pingponging by using current frame count, hash using required dimensions rather than viewid since these can be 0
1 Year Ago
Squash commit of SSR and Denoiser work Reimplement Min/Max downsample for new shader Do alpha denoising for DNSR reprojection pass Alpha denoising on the other passes Finish temporal alpha denoising Track reflection gbuffer history so that denoiser knows when to use mirror reflections Fix NaN rays on high quality reflections tracing Test for SSR on water Add contact hardening for DNSR reflections https://i.imgur.com/PHaZgQv.png Test for saving downsampled depth history, might not be necessary, redo convoluted multiple-layers downsample with a simple call to our downsample function call Iterate SSR, fix reprojection Enhance contact hardening for radiance history, drift encoded normals a bit so that normals facing down don't get encoded incorrectly, improve temporal stability factor Some adjustments for contact hardening and compiled shaders Separate water better and output to reflection gbuffer, reflections don't look great yet but has all boilerplate for water2 Force special case for water cubemap blending for now More aggressive contact hardening Compile optimized shaders Allow increasing sampler per pixel on denoiser, use lower precision gbuffer, fix compositing looking weird Do edge gap hardening on prefilter pass Allow for configurable sample count with r_high_quality_reflections_sample_count
1 Year Ago
Allow increasing sampler per pixel on denoiser, use lower precision gbuffer, fix compositing looking weird
1 Year Ago
Fix eye shader disabling depth prepass for the entire sceneobject
1 Year Ago
More aggressive contact hardening Compile optimized shaders
1 Year Ago
Force special case for water cubemap blending for now
1 Year Ago
Separate water better and output to reflection gbuffer, reflections don't look great yet but has all boilerplate for water2
1 Year Ago
Some adjustments for contact hardening and compiled shaders
1 Year Ago
Enhance contact hardening for radiance history, drift encoded normals a bit so that normals facing down don't get encoded incorrectly, improve temporal stability factor
1 Year Ago
Test for saving downsampled depth history, might not be necessary, redo convoluted multiple-layers downsample with a simple call to our downsample function call Iterate SSR, fix reprojection
1 Year Ago
Add contact hardening for DNSR reflections https://i.imgur.com/PHaZgQv.png
1 Year Ago
Test for SSR on water
1 Year Ago
Fix NaN rays on high quality reflections tracing
1 Year Ago
Track reflection gbuffer history so that denoiser knows when to use mirror reflections
1 Year Ago
Finish temporal alpha denoising
1 Year Ago
Squash commit of SSR and Denoiser work Reimplement Min/Max downsample for new shader Do alpha denoising for DNSR reprojection pass Alpha denoising on the other passes
1 Year Ago
Squash commit of SSR and Denoiser work Reimplement Min/Max downsample for new shader Fix framebuffer copies taking wrong dimensions
1 Year Ago
Cast a second ray if GGX sample goes below ground for SSR
1 Year Ago
Fix some issues on DNSR Use full-size floats to fix packing problems
1 Year Ago
Get water to it's bare minimum so that we can use high quality reflections with it, use material api for water shader, gets out of a bunch of hacks
1 Year Ago
Squashed commit of SSR branch Finish denoising Don't use single pass downsampling for depth downsample without having memory barriers, optimize it to accept writing to a single channel rather than 4 Add downsample material for c++ side of downsampler Some final tweaks and compile optimized shaders Copy back last denoised frame so that we don't collide with memory in CS Fix pixel fraction sampling on Catmull-Rom sampling Cleanup, add Complex shader with SSR support Fix noising with catmull-rom function Cleanup, move ReprojectFromLastFrame to common code Do half pixel offset on intersection reprojection Actually add ReprojectFromLastFrameSs to common.fxc Update game/addons/base/shaders/reflection_denoise_cs.shader Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> Cleanup Rebase tweaks Add SoftShadowPenumbra to pixel.raytrace.sdf, correct SSR tracing cone, add gaussian post processing step Use GGX importance sampling for intersection Some adjustments on denoising with GGX sampling, compile shaders Fix SDF reflections having wrong roughness Do contact hardening on SSR reflections, better reconstruction https://i.imgur.com/lY5VTE5.png Remove shitty artifacts while in motion, do denoising reconsruction much better Remove neighbors that aren't reflected in our buffer, compile optimized shaders Start implementing AMD DNSR Simplify how we pass reflection layers, setup extra rendertargets for new denoiser Setup and all 3 denoise passes in a single shader Fix UAV assignment and reprojection delta Iterate on AMD DNSR implementation
1 Year Ago
Iterate on AMD DNSR implementation
1 Year Ago
Squashed commit of SSR branch Finish denoising Don't use single pass downsampling for depth downsample without having memory barriers, optimize it to accept writing to a single channel rather than 4 Add downsample material for c++ side of downsampler Some final tweaks and compile optimized shaders Copy back last denoised frame so that we don't collide with memory in CS Fix pixel fraction sampling on Catmull-Rom sampling Cleanup, add Complex shader with SSR support Fix noising with catmull-rom function Cleanup, move ReprojectFromLastFrame to common code Do half pixel offset on intersection reprojection Actually add ReprojectFromLastFrameSs to common.fxc Update game/addons/base/shaders/reflection_denoise_cs.shader Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> Cleanup Rebase tweaks Add SoftShadowPenumbra to pixel.raytrace.sdf, correct SSR tracing cone, add gaussian post processing step Use GGX importance sampling for intersection Some adjustments on denoising with GGX sampling, compile shaders Fix SDF reflections having wrong roughness Do contact hardening on SSR reflections, better reconstruction https://i.imgur.com/lY5VTE5.png Remove shitty artifacts while in motion, do denoising reconsruction much better Remove neighbors that aren't reflected in our buffer, compile optimized shaders Start implementing AMD DNSR Support for multidimentional arrays on vfx Simplify how we pass reflection layers, setup extra rendertargets for new denoiser Setup and all 3 denoise passes in a single shader Fix UAV assignment and reprojection delta
1 Year Ago
Remove neighbors that aren't reflected in our buffer, compile optimized shaders
1 Year Ago
Remove shitty artifacts while in motion, do denoising reconsruction much better
1 Year Ago
Fix SDF reflections having wrong roughness Do contact hardening on SSR reflections, better reconstruction https://i.imgur.com/lY5VTE5.png
1 Year Ago
Use GGX importance sampling for intersection Some adjustments on denoising with GGX sampling, compile shaders