userSam Pavloviccancel
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1,728 Commits over 1,491 Days - 0.05cph!

1 Year Ago
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
1 Year Ago
Fix glass not compositing translucency properly, also fix area light problems with it
1 Year Ago
Fix vrad light bounces for blendable
1 Year Ago
Update shader objects
1 Year Ago
Revert that change to readd structs and do the proper fix
1 Year Ago
Keep struct in cbuffer layouts for legacy layout
1 Year Ago
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
1 Year Ago
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)
1 Year Ago
Composite viewmodel AO, and this should be the right way to do HBAO
1 Year Ago
Try a few more AO techniques
1 Year Ago
Fix dynamic ambient occlusion not being applied for CalculateDiffuseAmbientOcclusion
1 Year Ago
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
1 Year Ago
SSAO test for viewmodel
1 Year Ago
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
1 Year Ago
Sharp viewmodel shadows prototype, remove last references to viewmodel atlas
1 Year Ago
Avoid models rendering black when assigning blendable to them
1 Year Ago
New rendersystemvulkan & vfx_vulkan [hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts Tag rendersystem for Sentry Use compute shader for bloom on Vulkan & fix uav barriers [?] My last few questionable shader fixes I need to go over Recompile all core shaders (spv only) Compiled base shaders (spirv only) [breaking change?] Pack light type in extra light data and make it all align in 128 bits for dxc [?] Fix water on vulkan
1 Year Ago
Remove all hacks we had for a second shadow atlas for viewmodel shadows
1 Year Ago
Fix water on vulkan
1 Year Ago
Keep error.shader with both dxbc and spirv Fix warnings on mathlib_base.fxc
1 Year Ago
Pack light type in extra light data and make it all align in 128 bits for dxc
1 Year Ago
resize the main window to the size of the buffer in tools mode in vulkan, fixes swapchain being created the wrong size
1 Year Ago
resize the main window to the size of the buffer in tools mode in vulkan, fixes swapchain being created the wrong size
1 Year Ago
Don't offset the pixel position by the parallax offset for shadowing on complex, causing problems in 90 degree angles Fix area lights nuking lighting when very small
1 Year Ago
Dispose temp rts on end of scope rather than when we request another one, lets reuse them through the frame, fixes multiple blurs not showing up
1 Year Ago
Remove remaining breadcrumbs of fsr
1 Year Ago
Better directional ao curve, update crate01
1 Year Ago
Cleanup lightbinner code, remove cached light stuff, don't care for flashlight/fx lights Remove SunlightManager Delete remaining references to scenesunlight Simplify directional light binner code, you can have as many directional ligths in your maps now and it's simpler to maintain https://i.imgur.com/R8odoVP.png Unbind SunlightManager, cleanup gameinfo Remove remaining references to "scenesunlight.h", alloc and render but don't shadow dynamic sunlights right now Remove old CSM code from shaders Remove flashlight light allocation, it's all unified in spot lights, allow rendering shadow maps for mixed point lights
1 Year Ago
Fix directional AO falloff looking very faint and let it take ambient light into account for calculating hardness https://files.facepunch.com/sam/1b0911b1/gpBUzR76wN.jpg Redo and recompile aoproxies of all citizen props https://files.facepunch.com/sam/1b0911b1/v3nI9nRpR1.jpg
1 Year Ago
Don't sample ripples on shader if not using water entity
1 Year Ago
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
1 Year Ago
Final changes, SSR on complex, some cleanup and fixes, fuck off with the old high_quality_reflections shader
1 Year Ago
Fix remainder of shaders
1 Year Ago
High Quality Reflections becomes Dynamic Reflections, commit rest of stuff for Louie to test
1 Year Ago
Get ripples on new water shader
1 Year Ago
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
1 Year Ago
Fix typo
1 Year Ago
Shadingmodel Declutter (#1041) * Start cleaning up material and shadingapi * Allow using functions inside of HLSL structs https://i.imgur.com/t1AwQzr.png * Replace all GatherMaterial bullshit with Material::From() * Remove Material parameter references to things that aren't implemented yet, put TransformNormal in normals file * Cut everything from ShadingModel too and let's start from a static class * Redo light api on shaders, start implementing new dynamic light under this structure, move raytracing shit to it's own folder, add sample shadingmodel * Allow structs in structs ( HLSL 2021 and forwards ) * Most of static light with the new api * Fix shadowing on indexed lights on new light api * Move shadingmodel structures to shadingmodel.hlsl * Fix light static assignment for lighting api, fix shadowing for them too * Stub for EnvironmentMapLight * Implement cubemap light * ShadingModelValve * light.envmap.hlsl becomes light.environment.hlsl for better readability, add debug views to material api, CUSTOM_MATERIAL_INPUTS preprocessor * AmbientLight * Sane implementation atmospherics and debug vis postprocessing for shadingmodel api * Finish debug vis, rename ShadingModelValve to ShadingModelStandard * Start rewriting blendable with new api, port glass to new api * Rewritten blendable shader * Refactor remaining shaders to new shadingmodel api, fix shadergraph not working, readd procedural.hlsl for shadergraph but fix typo on title
1 Year Ago
Drift SSR result [-1,1] pixel based on the normals to sharpen it to the result
1 Year Ago
Convert water to the new system, adjust reflections.hlsl
1 Year Ago
Redo SSR API to not be hardcoded to an ubershader, add a function to just consume material API parameters and output the reflection
1 Year Ago
Squash commit of what was on SSR branch Update compiled shaders
1 Year Ago
Rewritten blendable shader Refactor remaining shaders to new shadingmodel api, fix shadergraph not working, readd procedural.hlsl for shadergraph but fix typo on title
1 Year Ago
Start rewriting blendable with new api, port glass to new api
1 Year Ago
AmbientLight Sane implementation atmospherics and debug vis postprocessing for shadingmodel api Finish debug vis, rename ShadingModelValve to ShadingModelStandard
1 Year Ago
light.envmap.hlsl becomes light.environment.hlsl for better readability, add debug views to material api, CUSTOM_MATERIAL_INPUTS preprocessor
1 Year Ago
ShadingModelValve
1 Year Ago
Allow area light size to be changed in runtime
1 Year Ago
Implement cubemap light
1 Year Ago
Start cleaning up material and shadingapi Allow using functions inside of HLSL structs https://i.imgur.com/t1AwQzr.png Replace all GatherMaterial bullshit with Material::From() Remove Material parameter references to things that aren't implemented yet, put TransformNormal in normals file Cut everything from ShadingModel too and let's start from a static class Redo light api on shaders, start implementing new dynamic light under this structure, move raytracing shit to it's own folder, add sample shadingmodel Allow structs in structs ( HLSL 2021 and forwards ) Most of static light with the new api Fix shadowing on indexed lights on new light api Move shadingmodel structures to shadingmodel.hlsl Fix light static assignment for lighting api, fix shadowing for them too Stub for EnvironmentMapLight