branchsbox/viewmodel-shadows-single-atlascancel
19 Commits over 30 Days - 0.03cph!
Fix stuff from lightbinner cleanup that wasn't carried over and adjust viewmodel shadow offset
update shaders
Remove all hacks we had for a second shadow atlas for viewmodel shadows
Sharp viewmodel shadows prototype, remove last references to viewmodel atlas
Mixed lights support viewmodel shadows, recalculate frustum to always focus on the best alignment for the viewmodel bbox so it always stays sharp
https://cdn.discordapp.com/attachments/1118902360970899456/1119228713591132230/sbox_0031.mp4
SSAO test for viewmodel
Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion
Try a few more AO techniques
Composite viewmodel AO, and this should be the right way to do HBAO
Remove nonsense resolution scale stuff in common.fxc that's unreferenced in code and causing problems (defined before system.fxc wtf)
Allow compute on renderpipeline to do multiple dispatches, HBAO as compute,HBAO bilateral blur
Use hammersley rather than bluenoise, looks a ton better
Cleanup, controls for ambient occlusion, do indexed light viewmodel shadows sequentially, cast world shadows on viewmodel
Assign what shadow index a baked light shall read from rather than iterating through the entire buffer and figuring it out, much faster way to do baked light shadows
Proper way to do light indexed on ShadingModel Light API too
Sanity checks, remove debug views and some minor adjustments for viewmodel shadows
Remove last traits of g_flResolutionScale
[pick] remove shaders that don't exist anymore from CI building
Method for getting shadow index for baked light compatible with vulkan
Fix stupid typo, GetShadowIndexForBakedLight compiles fine on vulkan now
Fix another typo and compile core shaders
Fix another typo and compile core shaders
Fix stupid typo, GetShadowIndexForBakedLight compiles fine on vulkan now
[pick] remove shaders that don't exist anymore from CI building
Method for getting shadow index for baked light compatible with vulkan
Proper way to do light indexed on ShadingModel Light API too
Sanity checks, remove debug views and some minor adjustments for viewmodel shadows
Remove last traits of g_flResolutionScale
Assign what shadow index a baked light shall read from rather than iterating through the entire buffer and figuring it out, much faster way to do baked light shadows
Cleanup, controls for ambient occlusion, do indexed light viewmodel shadows sequentially, cast world shadows on viewmodel
Remove all hacks we had for a second shadow atlas for viewmodel shadows
Sharp viewmodel shadows prototype, remove last references to viewmodel atlas
Mixed lights support viewmodel shadows, recalculate frustum to always focus on the best alignment for the viewmodel bbox so it always stays sharp
https://cdn.discordapp.com/attachments/1118902360970899456/1119228713591132230/sbox_0031.mp4
SSAO test for viewmodel
Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion
Try a few more AO techniques
Composite viewmodel AO, and this should be the right way to do HBAO
Remove nonsense resolution scale stuff in common.fxc that's unreferenced in code and causing problems (defined before system.fxc wtf)
Allow compute on renderpipeline to do multiple dispatches, HBAO as compute,HBAO bilateral blur
Use hammersley rather than bluenoise, looks a ton better
Remove all hacks we had for a second shadow atlas for viewmodel shadows
Sharp viewmodel shadows prototype, remove last references to viewmodel atlas
Mixed lights support viewmodel shadows, recalculate frustum to always focus on the best alignment for the viewmodel bbox so it always stays sharp
https://cdn.discordapp.com/attachments/1118902360970899456/1119228713591132230/sbox_0031.mp4
SSAO test for viewmodel
Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion
Try a few more AO techniques
Composite viewmodel AO, and this should be the right way to do HBAO
Remove nonsense resolution scale stuff in common.fxc that's unreferenced in code and causing problems (defined before system.fxc wtf)
Allow compute on renderpipeline to do multiple dispatches, HBAO as compute,HBAO bilateral blur
Remove all hacks we had for a second shadow atlas for viewmodel shadows
Sharp viewmodel shadows prototype, remove last references to viewmodel atlas
Mixed lights support viewmodel shadows, recalculate frustum to always focus on the best alignment for the viewmodel bbox so it always stays sharp
https://cdn.discordapp.com/attachments/1118902360970899456/1119228713591132230/sbox_0031.mp4
SSAO test for viewmodel
Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion
Try a few more AO techniques
Composite viewmodel AO, and this should be the right way to do HBAO
Remove nonsense resolution scale stuff in common.fxc that's unreferenced in code and causing problems (defined before system.fxc wtf)
Composite viewmodel AO, and this should be the right way to do HBAO
Try a few more AO techniques
Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion
Remove all hacks we had for a second shadow atlas for viewmodel shadows
Sharp viewmodel shadows prototype, remove last references to viewmodel atlas
Mixed lights support viewmodel shadows, recalculate frustum to always focus on the best alignment for the viewmodel bbox so it always stays sharp
https://cdn.discordapp.com/attachments/1118902360970899456/1119228713591132230/sbox_0031.mp4
SSAO test for viewmodel
Mixed lights support viewmodel shadows, recalculate frustum to always focus on the best alignment for the viewmodel bbox so it always stays sharp
https://cdn.discordapp.com/attachments/1118902360970899456/1119228713591132230/sbox_0031.mp4
Sharp viewmodel shadows prototype, remove last references to viewmodel atlas
Remove all hacks we had for a second shadow atlas for viewmodel shadows