1,347 Commits over 1,247 Days - 0.05cph!
Have adaptive resolution for mixed shadows
Use 8k shadow atlas by default so that we downsample less often, reenable not casting shadows on point lights, needs more thought
Let directional AO have falloff that better approximates to inverse square law
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
Support for point light evaluation, let sunlight always have highest evaluation score, debug cleanup
Remove mixed shadow fading, it never worked properly, we can do it better, increase mixed light shadows limit to 4, remove light evaluation budget
Simulate clothes on tick by default
https://i.imgur.com/AHZml3P.mp4
Make custom shaders shared VS code not add bullshit that just goes unused
Move GenerateMips back to Graphics since we're in a render block
Let's not break the API, don't use UAV if we don't expect to use Mips
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
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
Reduce number of iterations on thin lines
Remove pattern from being assignable in code, let it be done in material instead,
Delete older highlight postprocess shader, actually bind clear with stencil support
Bind pattern scroll scale to the shader and compile optimized shaer
Do custom blending to avoid overdraw and set render priority so outlines blend with eachother
Update shader
Initial work on stencil glows
Unbind SetStencilMode, not really needed, add clear with stencil support instead
Implement initial cubemap priority sorting in our cubemap system
Fix tiled light builder adding one garbage envmap to the list
Fix crash due to trying to access invalid prepass layer
Take biggest radius component when passing shape proxies to gpu
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on alphatested materials
Deprecate GenerateMipMaps
Move mips generation stuff to Texture.Utils
Cleanup
Solve race condition on shader, do both axis sequentially
Single pass downsample
Iterate on single pass blur, use DX11 mipmapper to solve race condition between mip levels
Remove ui_blur shader, do blur on the single cheap drawcall of the backdrop filter shader 🍷🗿
Add blurred downsample shader
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
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
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
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
Managed generic GPU buffers
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 ✂️
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
Fix monitor rendering in vr
https://i.imgur.com/RxCVQ2h.png
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
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
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on alphatested objects
We aren't actually encoding normals on standard shader, so let's fix that, also let's have it DXT5 instead of BC7
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.
We do want to depth prepass in monitor views, it's much faster
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
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
Remove vr_ prefix from things that aren't actually dependent on VR
Tie vr_foveated_rendering to autofidelity, optimize shaders a bit
Tweak autofidelity, remove autofidelity for multigpu, add autofidelity for mobile while at it, fix typo
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