userSam Pavloviccancel
reposboxcancel

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

1 Year Ago
More aggressive contact hardening Compile optimized shaders
1 Year Ago
Force special case for water cubemap blending for now
1 Year Ago
Separate water better and output to reflection gbuffer, reflections don't look great yet but has all boilerplate for water2
1 Year Ago
Some adjustments for contact hardening and compiled shaders
1 Year Ago
Enhance contact hardening for radiance history, drift encoded normals a bit so that normals facing down don't get encoded incorrectly, improve temporal stability factor
1 Year Ago
Test for saving downsampled depth history, might not be necessary, redo convoluted multiple-layers downsample with a simple call to our downsample function call Iterate SSR, fix reprojection
1 Year Ago
Add contact hardening for DNSR reflections https://i.imgur.com/PHaZgQv.png
1 Year Ago
Test for SSR on water
1 Year Ago
Fix NaN rays on high quality reflections tracing
1 Year Ago
Track reflection gbuffer history so that denoiser knows when to use mirror reflections
1 Year Ago
Finish temporal alpha denoising
1 Year Ago
Squash commit of SSR and Denoiser work Reimplement Min/Max downsample for new shader Do alpha denoising for DNSR reprojection pass Alpha denoising on the other passes
1 Year Ago
Pass to shader pipeline if we're rendering on skybox, fix glass reprojection being fucked up on skybox
1 Year Ago
Fix glass not showing properly on tools view Just set the max swapchain dimension to be the largest monitor dimension again, causes less problems while in tools mode, guarantees we won't have edge problems
1 Year Ago
Fix glass depth being fetched incorrectly in MSAA levels
1 Year Ago
Get the dimension of the biggest used axis for calculating swapchain dimensions, fixes FB copies having wrong dimensions on tools, allow texture downsamples to only downsample a region
1 Year Ago
Let decals do software-based culling, avoids slow copy of the depth buffer just to do redundant culling, that was also causing problems
1 Year Ago
Fix framebuffer copies taking wrong dimensions Revert "Don't dispose of temp rendertarget when trying to resolve it again", This needs more thought and was causing problems This reverts commit 6ee43b38e629221c8b8faa2c43d6eb3fa81f6afb.
1 Year Ago
Squash commit of SSR and Denoiser work Reimplement Min/Max downsample for new shader Fix framebuffer copies taking wrong dimensions
1 Year Ago
Remap parameters from deprecated shaders still referenced in cloud materials
1 Year Ago
Glass2 (#936) * Start recoding the glass shader from scratch * Apply FrameBufferCopyTexture to entire layer rather than batch, fixes some batches returning a null texture * Let Material API handle translucency opacity properly and accounting for specular, still need to account for tint opacity * Iterate on new glass * Randomize shatterglass normals https://i.imgur.com/8EKzZZ8.mp4 * Add overlay layer and cheap rough refraction * Downsample framebuffercopytexture to be used when needed * Translucent shadows for glass https://i.imgur.com/6KYigbg.png * Redo downsample shader to work properly without flickering, right now with just gaussian since we don't use any others right now * Pass downsample method before ComputeRenderablePassesForContext * Cleanup glass shader, fix VR and Tools preview * glass.shader_c * Update glass materials and glass blur range * Don't dispose of temp rendertarget when trying to resolve it again, GetTemporary gets from dict, fixes multiple ui blur fetches, this solution was causing issues before but seems fine now we're hashing every parameter * Do 1px feathering on CopyFrameBufferCached to avoid sampling without real intersection * Remove hacks from GenerateMips, rewrite downsample_cs to support other mip generation methods * Fix FBCopies showing incorrectly on tools https://i.imgur.com/1MnEiWe.png * Fix comment that slipped through experimentation, add more explaination to Cheap Glass and Overlay Layer
1 Year Ago
Fix comment that slipped through experimentation, add more explaination to Cheap Glass and Overlay Layer
1 Year Ago
Fix FBCopies showing incorrectly on tools https://i.imgur.com/1MnEiWe.png
1 Year Ago
Cast a second ray if GGX sample goes below ground for SSR
1 Year Ago
Redo downsample shader to work properly without flickering, right now with just gaussian since we don't use any others right now Don't dispose of temp rendertarget when trying to resolve it again, GetTemporary gets from dict, fixes multiple ui blur fetches, this solution was causing issues before but seems fine now we're hashing every parameter Do 1px feathering on CopyFrameBufferCached to avoid sampling without real intersection Remove hacks from GenerateMips, rewrite downsample_cs to support other mip generation methods Update compiled skin shader with glow-in-dark fixes
1 Year Ago
Don't dispose of temp rendertarget when trying to resolve it again, GetTemporary gets from dict, fixes multiple ui blur fetches, this solution was causing issues before but seems fine now we're hashing every parameter Do 1px feathering on CopyFrameBufferCached to avoid sampling without real intersection Remove hacks from GenerateMips, rewrite downsample_cs to support other mip generation methods
1 Year Ago
Update glass materials and glass blur range
1 Year Ago
glass.shader_c
1 Year Ago
Cleanup glass shader, fix VR and Tools preview
1 Year Ago
Downsample framebuffercopytexture to be used when needed Translucent shadows for glass https://i.imgur.com/6KYigbg.png Redo downsample shader to work properly without flickering, right now with just gaussian since we don't use any others right now Pass downsample method before ComputeRenderablePassesForContext
1 Year Ago
Fix specifc shaders github action job referencing from the shader yml
1 Year Ago
Add overlay layer and cheap rough refraction
1 Year Ago
Fix two lobe speculars not normalizing it's brightness (Skin glowing on dark) https://i.imgur.com/pua5PV8.png
1 Year Ago
Start recoding the glass shader from scratch Apply FrameBufferCopyTexture to entire layer rather than batch, fixes some batches returning a null texture Let Material API handle translucency opacity properly and accounting for specular, still need to account for tint opacity Iterate on new glass Randomize shatterglass normals https://i.imgur.com/8EKzZZ8.mp4
1 Year Ago
Fix some issues on DNSR Use full-size floats to fix packing problems
1 Year Ago
Get water to it's bare minimum so that we can use high quality reflections with it, use material api for water shader, gets out of a bunch of hacks
1 Year Ago
Remove SFM/Dota/Etc stuff from rendering pipeline (#904) * Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it * Delete all code, shaders and dependencies from other rendering pipelines * Rewrite visualize_physics without deferred and deprecated stuff, also fix a bug with depth sorting * Fix references to old pipelines on remainder of shaders * Fix debug_sunshadow, update all_shaders list and delete compiled shaders for stuff we don't use anymore * Remove HSL Grain and old Volumetrics from SFM, note that SFM lights already cast volumetrics in our pipeline without that * Fix crash on moviedoc on maps with volumetrics * Revert deletion of debug_sunshadow_vis.vmat * Put RecoverWorldPosFromProjectedDepthAndRay on shared code
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 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 Iterate on AMD DNSR implementation
1 Year Ago
Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it Delete all code, shaders and dependencies from other rendering pipelines Rewrite visualize_physics without deferred and deprecated stuff, also fix a bug with depth sorting Fix references to old pipelines on remainder of shaders Fix debug_sunshadow, update all_shaders list and delete compiled shaders for stuff we don't use anymore Remove HSL Grain and old Volumetrics from SFM, note that SFM lights already cast volumetrics in our pipeline without that Fix crash on moviedoc on maps with volumetrics Revert deletion of debug_sunshadow_vis.vmat Put RecoverWorldPosFromProjectedDepthAndRay on shared code
1 Year Ago
Fix rect light specular, approximate reflection vector by the dominant direction vector so that we don't get a weird rough projected reflection Update shaders for area lights, including compiled version Fix bbox on light baking for area lights
1 Year Ago
Only do clamping in NdotL for Capsule Lights, avoids it showing through walls C# side of rectanglelightentity
1 Year Ago
Sphere light prototype Tube light prototype Data structures for light shapes Add CapsuleLightEntity, pass extra light parameters properly Do custom NdotL computation for capsule lights Volumetric light for vrad Cleanup Indexed baked light support for area lights light_capsule editor model Fix bounds of baked lights and don't cast rasterized shadows if light is an area light added light rect editor icon https://files.facepunch.com/louie/1b1611b1/sbox-dev_txMYDqSXVV.png Disc Light prototype Area light dynamic volumetric fog support Rectangular lights, cleanup More cleanup, keep both disc and rect paths, baked light support for rects Remove old now-unused ComputeDirectLighting_SingleLightFastPath and refactor DoLightShape, changes on dynamic volumetric fog Separate diffuse and specular rays for rects, get it working nicely on volumetric fog too Only light the front of the light_rect on vrad Clamp L of rect and sphere so that it can intersect ground 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 Tiled Rendering for area lights
1 Year Ago
Put RecoverWorldPosFromProjectedDepthAndRay on shared code
1 Year Ago
Fix tintmask and cleanup multiblend further, reduce number of samples
1 Year Ago
Cleanup material API
1 Year Ago
Fix typo VFX_REGISTER_INPUT_TEXTURE > VFX_REGISTER_TEXTURE
1 Year Ago
Don't compile shader if they exceed our VFX_MAX_SAMPLERS
1 Year Ago
Revert deletion of debug_sunshadow_vis.vmat
1 Year Ago
Fix debug_sunshadow, update all_shaders list and delete compiled shaders for stuff we don't use anymore Remove HSL Grain and old Volumetrics from SFM, note that SFM lights already cast volumetrics in our pipeline without that Fix crash on moviedoc on maps with volumetrics
1 Year Ago
Rewrite visualize_physics without deferred and deprecated stuff, also fix a bug with depth sorting Fix references to old pipelines on remainder of shaders