userSam Pavloviccancel
reposboxcancel

1,374 Commits over 1,277 Days - 0.04cph!

1 Year Ago
Fix specular on indexed lights Add tiled rendering tools debug vis mode Fix baked rect lights dot product eating what's behind it and leaving it black
1 Year Ago
Support for multidimentional arrays on vfx Use HDR fog clipmaps https://i.imgur.com/0HtWKID.png
1 Year Ago
Use HDR fog clipmaps https://i.imgur.com/0HtWKID.png
1 Year Ago
Clamp L of rect and sphere so that it can intersect ground
1 Year Ago
Only light the front of the light_rect on vrad
1 Year Ago
Separate diffuse and specular rays for rects, get it working nicely on volumetric fog too
1 Year Ago
Remove old now-unused ComputeDirectLighting_SingleLightFastPath and refactor DoLightShape, changes on dynamic volumetric fog
1 Year Ago
Rectangular lights, cleanup More cleanup, keep both disc and rect paths, baked light support for rects
1 Year Ago
Area light dynamic volumetric fog support
1 Year Ago
Disc Light prototype
1 Year Ago
Fix bounds of baked lights and don't cast rasterized shadows if light is an area light
1 Year Ago
Indexed baked light support for area lights
1 Year Ago
Add CapsuleLightEntity, pass extra light parameters properly Do custom NdotL computation for capsule lights Volumetric light for vrad Cleanup
1 Year Ago
Sphere light prototype Tube light prototype Data structures for light shapes
1 Year Ago
Ship compiled Complex with POM
1 Year Ago
Update lightcookie slices rendering incorrectly when a slice is removed, fix it running 16x times more than needed too
1 Year Ago
Add parallax to complex, also add lighting offsetting to it
1 Year Ago
Experiment with a higher clustered mesh volume on map compile https://cdn.discordapp.com/attachments/837029412892442654/1083673911184597052/image.png Merge branch 'master' of sbox
1 Year Ago
Be able to rotate fog volumes Test transformed AABB for fog visibility tests Pass world to volume on client, update volumetric_fog_controller helper based on rotated bounds, update fgd https://i.imgur.com/ZvaA5Wl.png Recompile fog shader
1 Year Ago
Fix volumetric lights not working for sunlights, both in hammer viewport and baked light https://i.imgur.com/BzToOt2.png
1 Year Ago
Encode tintmask on unused channel of normal map so we don't need a combo to store translucency in Material API
1 Year Ago
Fix scenesystem generating an incorrect volumetric fog preview when there's no fog volumes in the map
1 Year Ago
Simplify how baked fog is declared internally and make it much less confusing for end users Disable baked fog on hammer
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
Fix temp depth rendertargets hashing incorrectly when changing MSAA setting
1 Year Ago
Use a capsule rather than sphere for ripplecompute, send velocity data to ripplecompute, makes ripples seem fully connected even in low franerates Tag r_water_ripples to be removed from engine on next painday :S Fix intersection flickering in SDF reflections Make water ripples feel much more natural, fix it exploding Fix water collision not working, tweak water ripple propagation
1 Year Ago
Update shaders with NaN fix for directional lightmaps
1 Year Ago
Bring directional lightmap variable changes to standard shading api
1 Year Ago
Fix NaN on directional lightmaps
1 Year Ago
Fix front samples need less taps
1 Year Ago
Add front facing dof blur Add options for front/back blur to DofPanel https://i.imgur.com/z1dbv1X.jpeg Do inverse fetch for back pass filtering
1 Year Ago
Remove stuff from renderingworld that's from old renderpipelines ( Old SSAO, Old SSR, Dota Depth Prepass, retinaburn ) Fix shadowing on standard shading model, also fixes shadowing on debug visualizations for custom shaders https://files.facepunch.com/sam/1b2311b1/Hammer%20-%20%5Buntitled_1.vmap%20_%5D%202023-02-23%2009-56-29.mp4 Remove r_ssr and ssao ref from mapdoc
1 Year Ago
Make sure we're passing lighting constants to screenspace particles
1 Year Ago
Update shaders
1 Year Ago
Don't draw baked fog lighting on hammer, was causing volumetric fog to be drawn twice after compile
1 Year Ago
Fix how screenspace particles are drawn, just draw them directly rather than allocating another render texture to them Only show VR overlay for screenspace particles if we're on VR mode, update post_process shader
1 Year Ago
Fix some stuff and pull reflection compositing changes from SSR branch so we don't need to compile shaders twice when that's merged
1 Year Ago
Add option to control cubemap feathering https://files.facepunch.com/sam/1b2211b1/Hammer%20-%20%5Bcube_priority_test.vmap%20_%5D%202023-02-22%2011-53-48.mp4
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
1 Year Ago
Add SoftShadowPenumbra to pixel.raytrace.sdf, correct SSR tracing cone, add gaussian post processing step
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
1 Year Ago
Fix cubemap reflections debug vis to have correct behaviour, queued by a shader compile
1 Year Ago
Cleanup
1 Year Ago
Fix blendable only showing one channel
1 Year Ago
Update game/addons/base/shaders/reflection_denoise_cs.shader Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
1 Year Ago
Cleanup Shader ID preview, add more preview modes to tools UI