userSam Pavloviccancel

1,819 Commits over 1,491 Days - 0.05cph!

1 Year Ago
Initial work on virtual textures support
1 Year Ago
Make volumetric fog perfomance much better with area lights
1 Year Ago
fix lighthelper treating unrelated entities as lights, fixes slowdown on compile
1 Year Ago
Use previous logic for the recording texture but keep the rect crop
1 Year Ago
Fix F6 recording when FB scratchtexture is bigger than the screen
1 Year Ago
Make sure area lights don't intersect with walls so we can sample CDFs properly, do bound calculation properly, speed up SIMD path
1 Year Ago
Area light controls for spotlightentity and update gizmos for the other ones, CylinderLightEntity.cs > AreaLightEntity.cs
1 Year Ago
Area Lights (#885) Co-authored-by: bakscratch
1 Year Ago
Update all shaders to support area lights
1 Year Ago
This should be the right logic for roughness offsetting on plane lights
1 Year Ago
Remove dominant vector adjustment for rect lights, fix capsule lights not sphere bloating right Fix uninitialized variables in spritecard Update blendable shader
1 Year Ago
Rect light gizmos
1 Year Ago
Sphere light gizmos and update capsule light gizmos Allow custom dotted alpha for our gizmos to have transparency
1 Year Ago
Capsule light gizmos
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 Only do clamping in NdotL for Capsule Lights, avoids it showing through walls C# side of rectanglelightentity 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 Add capsule, cylinder and sphere shapes to gizmos
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 Finish temporal alpha denoising Track reflection gbuffer history so that denoiser knows when to use mirror reflections Fix NaN rays on high quality reflections tracing Test for SSR on water Add contact hardening for DNSR reflections https://i.imgur.com/PHaZgQv.png 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 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 Some adjustments for contact hardening and compiled shaders Separate water better and output to reflection gbuffer, reflections don't look great yet but has all boilerplate for water2 Force special case for water cubemap blending for now More aggressive contact hardening Compile optimized shaders Allow increasing sampler per pixel on denoiser, use lower precision gbuffer, fix compositing looking weird Do edge gap hardening on prefilter pass Allow for configurable sample count with r_high_quality_reflections_sample_count Tweak reconstruction and normal calculation on ssr, readd edge feathering that was incorrectly left out Do pingponging by using current frame count, hash using required dimensions rather than viewid since these can be 0 Remove SSR shimmering with multiple samples Sharpen reflection denoise
1 Year Ago
Remove SetMinimumFrameBufferRenderTargetSize, only used on SFM and it fucks scratch FBs, don't let SetMainSwapChain override behaviour of swapchain size listener on tools, remove hacks that we were using for setting scratch fbs
1 Year Ago
Fix fog drifting when your view is still by clamping max TAA value Fix cubemap feathering on combined light probes
1 Year Ago
Remove flashlight light allocation, it's all unified in spot lights, allow rendering shadow maps for mixed point lights
1 Year Ago
Remove remaining references to "scenesunlight.h", alloc and render but don't shadow dynamic sunlights right now Remove old CSM code from shaders
1 Year Ago
Unbind SunlightManager, cleanup gameinfo
1 Year Ago
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
1 Year Ago
Remove SunlightManager Delete remaining references to scenesunlight
1 Year Ago
Cleanup lightbinner code, remove cached light stuff, don't care for flashlight/fx lights
1 Year Ago
Tweak reconstruction and normal calculation on ssr, readd edge feathering that was incorrectly left out Do pingponging by using current frame count, hash using required dimensions rather than viewid since these can be 0
1 Year Ago
Cubemap and lighting probe adjustments
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 Finish temporal alpha denoising Track reflection gbuffer history so that denoiser knows when to use mirror reflections Fix NaN rays on high quality reflections tracing Test for SSR on water Add contact hardening for DNSR reflections https://i.imgur.com/PHaZgQv.png 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 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 Some adjustments for contact hardening and compiled shaders Separate water better and output to reflection gbuffer, reflections don't look great yet but has all boilerplate for water2 Force special case for water cubemap blending for now More aggressive contact hardening Compile optimized shaders Allow increasing sampler per pixel on denoiser, use lower precision gbuffer, fix compositing looking weird Do edge gap hardening on prefilter pass Allow for configurable sample count with r_high_quality_reflections_sample_count
1 Year Ago
Allow increasing sampler per pixel on denoiser, use lower precision gbuffer, fix compositing looking weird
1 Year Ago
Fix eye shader disabling depth prepass for the entire sceneobject Put ToMaterial only if we use material inputs, use custom ToMaterial for Blendable since we use different inputs, fixes tinting on multiblend, we're gonna rethink this soon Readd break statement to material remap array after we find a match, use safer comparison
1 Year Ago
Add light scale for direct light calculation, make it be affected by FogContributionStength
1 Year Ago
Always render shadows if sky is visible on stationary direct lights
1 Year Ago
Readd FlushScratchRenderTargets, that's resized to the monitor screen anyway when you open a tool if you need an expanded viewport
1 Year Ago
Fix eye shader disabling depth prepass for the entire sceneobject
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