branchsbox/stencil-glowscancel
8 Commits over 0 Days - ∞cph!
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
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
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
Make custom shaders shared VS code not add bullshit that just goes unused
Remove standard shading code from highlight shader, doesn't need it at all
Reduce number of iterations on thin lines
Remove pattern from being assignable in code, let it be done in material instead,
Delete older highlight postprocess shader, actually bind clear with stencil support
Bind pattern scroll scale to the shader and compile optimized shaer
Do custom blending to avoid overdraw and set render priority so outlines blend with eachother
Update shader
Initial work on stencil glows
Unbind SetStencilMode, not really needed, add clear with stencil support instead