userSam Pavloviccancel
branchsbox/stencil-glowscancel

8 Commits over 0 Days - ∞cph!

1 Year Ago
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
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
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
1 Year Ago
Reduce number of iterations on thin lines Remove pattern from being assignable in code, let it be done in material instead,
1 Year Ago
Delete older highlight postprocess shader, actually bind clear with stencil support
1 Year Ago
Bind pattern scroll scale to the shader and compile optimized shaer
1 Year Ago
Do custom blending to avoid overdraw and set render priority so outlines blend with eachother Update shader
1 Year Ago
Initial work on stencil glows Unbind SetStencilMode, not really needed, add clear with stencil support instead