Squash commit of what was on SSR branch
Update compiled shaders
Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection
Convert water to the new system, adjust reflections.hlsl
Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result
Do perfect reprojection on ssr, able to have much higher quality without losing temporal stability
Get ripples on new water shader
High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test
Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader
Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it
Fix toggleability of SSR in shaders
Better way to do r_dynamic_reflections_draw_everything
Don't sample ripples on shader if not using water entity
Simplify cpu side of ssr, fix things for latest revision
Fix SSR traces not being able to backtrace, do linear search when doing backtracecs
https://i.imgur.com/UzNKHRL.png
Squashed commit of the following:
commit da96f1c95fb7c20271e9ce8428aeecbb780f7845
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Sun Jul 23 21:45:44 2023 +0100
Fix SSR traces not being able to backtrace, do linear search when doing backtracecs
https://i.imgur.com/UzNKHRL.png
commit 7c323611215a44a3e1b97284a624c0df656ba4c5
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Fri Jul 21 22:54:37 2023 +0100
[Pick] Proper support for blitting MSAA textures, also fixes blitted framebuffer textures on Vulkan
commit b96e5efc447484f7a040ead9213df1a263d88d55
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Wed Jul 19 18:50:33 2023 +0100
Fix SSR issues, just do PS > VS converstion to be faster, composite it directly to water
commit 6002107634ea0c747c17cb4160e4f9b649e3b700
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Thu Jul 13 19:05:03 2023 +0100
Fix water ripple collision
commit 2f5247f5443eeffb54d3620d09ae476e2c9b6442
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Mon Jul 10 20:18:01 2023 +0100
Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible
commit 354b77dbcadd40e893bbb0f2f9e2d09a88f18db6
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Thu Jul 6 17:50:00 2023 +0100
Water fog and refraction
commit 3cd9da902a4f12d8f53ab9d8f3b43ad0b5bb0c9a
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Tue Jul 4 14:39:04 2023 +0100
Backport simple water from SSR branch
Cleanup, shared_standard_ps_code doesnt need these anymore since we define on material, sharpen compositing confidence
Encode normals in 2D view space for denoising, simpler and works much better, increase max sample count for reprojection
Cleanup Frambuffertexture bullshit, it's on scenesystem now
Try to escape backtracing linear search in power of two increments
Pass downsample ratio to intersection and denoiser so that we keep a full res hi-z buffer for fullscreen traces
Fix pathes and attributes
Compiled shaders for SSR except complex
Compiled Complex with SSR
Default dynamic reflections to 0, cleanup
Only do MSAA blit on depth, fixes SSR on vulkan and a bunch of other weird regressions