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1,347 Commits over 1,247 Days - 0.05cph!

1 Year Ago
Have adaptive resolution for mixed shadows
1 Year Ago
Use 8k shadow atlas by default so that we downsample less often, reenable not casting shadows on point lights, needs more thought
1 Year Ago
Let directional AO have falloff that better approximates to inverse square law
1 Year Ago
UI Blur with mip chain Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S Generate mips after resolving framebuffer Add blurred downsample shader Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿 Single pass downsample Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels Solve race condition on shader, do both axis sequentially Deprecate GenerateMipMaps Move mips generation stuff to Texture.Utils Cleanup Let's not break the API, don't use UAV if we don't expect to use Mips Move GenerateMips back to Graphics since we're in a render block
1 Year Ago
Support for point light evaluation, let sunlight always have highest evaluation score, debug cleanup
1 Year Ago
Remove mixed shadow fading, it never worked properly, we can do it better, increase mixed light shadows limit to 4, remove light evaluation budget
1 Year Ago
Simulate clothes on tick by default https://i.imgur.com/AHZml3P.mp4
1 Year Ago
Make custom shaders shared VS code not add bullshit that just goes unused
1 Year Ago
Move GenerateMips back to Graphics since we're in a render block
1 Year Ago
Let's not break the API, don't use UAV if we don't expect to use Mips
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
1 Year Ago
Implement initial cubemap priority sorting in our cubemap system
1 Year Ago
Fix tiled light builder adding one garbage envmap to the list
1 Year Ago
Fix crash due to trying to access invalid prepass layer
1 Year Ago
Take biggest radius component when passing shape proxies to gpu
1 Year Ago
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on alphatested materials
1 Year Ago
Deprecate GenerateMipMaps Move mips generation stuff to Texture.Utils Cleanup
1 Year Ago
Solve race condition on shader, do both axis sequentially
1 Year Ago
Single pass downsample Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels
1 Year Ago
Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿
1 Year Ago
Add blurred downsample shader
1 Year Ago
UI Blur with mip chain Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S Generate mips after resolving framebuffer
1 Year Ago
Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S Add higher level GenerateMipMaps stub to Scenesystem, that allows for more downsampling strategies
1 Year Ago
Managed generic GPU buffers Support multidimensional arrays on vfx parser Allow delegating color space when generating mipmaps UI Blur with mip chain Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S Add higher level GenerateMipMaps stub to Scenesystem, that allows for more downsampling strategies
1 Year Ago
Support multidimensional arrays on vfx parser Allow delegating color space when generating mipmaps UI Blur with mip chain Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips
1 Year Ago
Managed generic GPU buffers
1 Year Ago
Cleanup & move glow component to base Initial work for SDF glows https://files.facepunch.com/ognik/1b2611b1/sbox-dev_ulizyuqJD0.jpg remove useless imports Drop our floor steps, 11 seems to be good enough from what I can tell? Fix glow for pain day, time to start trimming ✂️
1 Year Ago
Fix fallback shaders pointing to their deprecated counterparts, fixes ToolsShadingComplexity for the upcoming debug views refactor Much better directional ao falloff curve Use same AO directionality filter path on lightmapped materials to fix backface bleed Fix remaining .vfx references in code
1 Year Ago
Fix monitor rendering in vr https://i.imgur.com/RxCVQ2h.png
1 Year Ago
Remove subview stuff from vr.cpp, not neded in our case Remove FSR, wasn't doing much and was causing issues with VR stencil, fix vr stencil debug Granular foveated rendering, still needs cleanup Remove old deprecated depth of field, cleanup checkerboard reconstruction Add convars for vr_foveated_rendering Get center lens position from HMD, pass foveation parameters to GPU Cleanup and update shader files Readd FSR for now, wouldn't be able to properly remove it until we have a good replacement, but don't bother with it if we're in VR Remove unused convars Tweak autofidelity, remove autofidelity for multigpu, add autofidelity for mobile while at it, fix typo Tie vr_foveated_rendering to autofidelity, optimize shaders a bit Fix rebase changes for shader assets Merge pull request #652 from Facepunch/vr-foveated-rendering VR Foveated Rendering
1 Year Ago
Remove subview stuff from vr.cpp, not neded in our case Remove FSR, wasn't doing much and was causing issues with VR stencil, fix vr stencil debug Granular foveated rendering, still needs cleanup Remove old deprecated depth of field, cleanup checkerboard reconstruction Add convars for vr_foveated_rendering Get center lens position from HMD, pass foveation parameters to GPU Cleanup and update shader files Readd FSR for now, wouldn't be able to properly remove it until we have a good replacement, but don't bother with it if we're in VR Remove unused convars Tweak autofidelity, remove autofidelity for multigpu, add autofidelity for mobile while at it, fix typo Tie vr_foveated_rendering to autofidelity, optimize shaders a bit Fix rebase changes for shader assets
1 Year Ago
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on alphatested objects
1 Year Ago
We aren't actually encoding normals on standard shader, so let's fix that, also let's have it DXT5 instead of BC7
1 Year Ago
Revert "Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum" This reverts commit aef55245f9cb3c500db9e32259cbde7f4b9f616d.
1 Year Ago
We do want to depth prepass in monitor views, it's much faster
1 Year Ago
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum https://i.imgur.com/l5kIX0T.png
1 Year Ago
Fix directional lightmaps and tangents on shadingmodel (including blendable), cleanup blendable, make directional lightmap settings not user editable since they're bullshit for artists We always want fast compile on iterations Recompile blendable
1 Year Ago
Typo :S
1 Year Ago
vr_msaa is VR exclusive
1 Year Ago
Remove vr_ prefix from things that aren't actually dependent on VR
1 Year Ago
Cleanup AO functions
1 Year Ago
Tie vr_foveated_rendering to autofidelity, optimize shaders a bit
1 Year Ago
Tweak autofidelity, remove autofidelity for multigpu, add autofidelity for mobile while at it, fix typo
1 Year Ago
Readd FSR for now, wouldn't be able to properly remove it until we have a good replacement, but don't bother with it if we're in VR Remove unused convars