branchsbox/tiled-rendering-mergecancel
19 Commits over 31 Days - 0.03cph!
Add r_tiled_rendering_depth_cull
Return max depth for tile, update object files
Use half tile offset for tile coordinates
Depth prepass culling for envmaps too, cleanup
fix envmaps being fucked up
GPU driven Depth Culling for tiled rendering
Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute
Add r_tiled_rendering convar
Fix warnings on blendable and commit shader objects
Fix Z-Fighting when cubemap bounds is the same as the geometry
Update tiled light builder shader objects
Fix data races on tiled light builder
Fix warnings from core shaders
Use 48 wide pixels for each tile
Fix light typo on vr_lighting
Fix warnings on standard shading model
Iterate on tiled light builder
Make tile resolution proportional https://i.imgur.com/2knXfUw.png
Treat warnings as errors on shader compilation on internal builds
Remove magic number and reproject view for tiled light builder
Fix glows in Vr while we're at it, still pending rewrite
Preliminary support for VR in tiled light builder, include objects
Initial work for VR Instancing for tiled light rendering
Fix spritecard compilation
Correct box hit algorithm for tiled light builder
Initial work for tiled light sorter
Remove constant buffer transform code
Fire tiledlightbuilder compute shader on views
Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms
Evaluate cubemaps and lights on compute shader
Allow for struct types in generic buffers in VFX
Properly index lighting and envmap info on tiled light buffer
https://i.imgur.com/5141J1x.png
Revert "Fix normals for valve standard shading"
This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
Tiled lighting for envmaps and lighting on standard shading model 🏃♂️💨
Use 128 lights for clustered instead of 256
Double the perfomance of tiled light build job
Pass radius of light to shader so we dont need a sqrt operation on culling
Sample shader to visualize tiled rendering
Revert "Pass radius of light to shader so we dont need a sqrt operation on culling"
This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525.
Fix driver crash on Nvidia
Fix 'LightSim_MaterialTint has inconsistent value' warning
Put tiled code on vr_lighting
Much simplify sphere and box intersection tests, add bounding area for nearby tiles
Tiled rendering for valve standard shading
tiled rendering for envmaps on valve standard shading