1,819 Commits over 1,491 Days - 0.05cph!
Add CapsuleLightEntity, pass extra light parameters properly
Do custom NdotL computation for capsule lights
Volumetric light for vrad
Cleanup
Sphere light prototype
Tube light prototype
Data structures for light shapes
Ship compiled Complex with POM
Update lightcookie slices rendering incorrectly when a slice is removed, fix it running 16x times more than needed too
Add parallax to complex, also add lighting offsetting to it
Experiment with a higher clustered mesh volume on map compile
https://cdn.discordapp.com/attachments/837029412892442654/1083673911184597052/image.png
Merge branch 'master' of sbox
Be able to rotate fog volumes
Test transformed AABB for fog visibility tests
Pass world to volume on client, update volumetric_fog_controller helper based on rotated bounds, update fgd
https://i.imgur.com/ZvaA5Wl.png
Recompile fog shader
Fix volumetric lights not working for sunlights, both in hammer viewport and baked light
https://i.imgur.com/BzToOt2.png
Encode tintmask on unused channel of normal map so we don't need a combo to store translucency in Material API
Fix scenesystem generating an incorrect volumetric fog preview when there's no fog volumes in the map
Simplify how baked fog is declared internally and make it much less confusing for end users
Disable baked fog on hammer
Iterate on AMD DNSR implementation
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
Support for multidimentional arrays on vfx
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
Fix temp depth rendertargets hashing incorrectly when changing MSAA setting
Use a capsule rather than sphere for ripplecompute, send velocity data to ripplecompute, makes ripples seem fully connected even in low franerates
Tag r_water_ripples to be removed from engine on next painday :S
Fix intersection flickering in SDF reflections
Make water ripples feel much more natural, fix it exploding
Fix water collision not working, tweak water ripple propagation
Update shaders with NaN fix for directional lightmaps
Bring directional lightmap variable changes to standard shading api
Fix NaN on directional lightmaps
Fix front samples need less taps
Add front facing dof blur
Add options for front/back blur to DofPanel
https://i.imgur.com/z1dbv1X.jpeg
Do inverse fetch for back pass filtering
Remove stuff from renderingworld that's from old renderpipelines ( Old SSAO, Old SSR, Dota Depth Prepass, retinaburn )
Fix shadowing on standard shading model, also fixes shadowing on debug visualizations for custom shaders
https://files.facepunch.com/sam/1b2311b1/Hammer%20-%20%5Buntitled_1.vmap%20_%5D%202023-02-23%2009-56-29.mp4
Remove r_ssr and ssao ref from mapdoc
Make sure we're passing lighting constants to screenspace particles
Don't draw baked fog lighting on hammer, was causing volumetric fog to be drawn twice after compile
Fix how screenspace particles are drawn, just draw them directly rather than allocating another render texture to them
Only show VR overlay for screenspace particles if we're on VR mode, update post_process shader
Fix some stuff and pull reflection compositing changes from SSR branch so we don't need to compile shaders twice when that's merged
Add option to control cubemap feathering
https://files.facepunch.com/sam/1b2211b1/Hammer%20-%20%5Bcube_priority_test.vmap%20_%5D%202023-02-22%2011-53-48.mp4
Remove neighbors that aren't reflected in our buffer, compile optimized shaders
Remove shitty artifacts while in motion, do denoising reconsruction much better
Fix SDF reflections having wrong roughness
Do contact hardening on SSR reflections, better reconstruction
https://i.imgur.com/lY5VTE5.png
Use GGX importance sampling for intersection
Some adjustments on denoising with GGX sampling, compile shaders
Add SoftShadowPenumbra to pixel.raytrace.sdf, correct SSR tracing cone, add gaussian post processing step
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
Fix cubemap reflections debug vis to have correct behaviour, queued by a shader compile
Fix blendable only showing one channel
Update game/addons/base/shaders/reflection_denoise_cs.shader
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Cleanup Shader ID preview, add more preview modes to tools UI
Fix CUBEMAP_REFLECTIONS debug view on both material api and valve code, needs a full shader compile
Remove ShaderIDColors list, shader id colors list is generated procedually, add baked lightmapping debug modes to material API
Recompile blendable with latest changes
Darken directional AO results a tiny bit to have better contact
https://i.imgur.com/rLmUM0I.png
Fix most debug views
Fix tangent generation not working correctly for ShadingModelValveStandard, fixes directional lightmaps looking messy on custom shaders
https://i.imgur.com/JlZGHHH.png
Actually add ReprojectFromLastFrameSs to common.fxc
Do half pixel offset on intersection reprojection
Cleanup, move ReprojectFromLastFrame to common code
Fix noising with catmull-rom function
Cleanup, add Complex shader with SSR support
Copy back last denoised frame so that we don't collide with memory in CS
Fix pixel fraction sampling on Catmull-Rom sampling
Some final tweaks and compile optimized shaders
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
Don't use d3dcompiler helpers on vulkan DXC compiler, fix hlsl processor handling of include files
Temp fix DXC not interpreting ShadingModel interface correctly