userSam Pavloviccancel

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

4 Months Ago
Stub for shadow class, enumize lightflags Move pixel.raytrace.ssr.hlsl to ScreenSpaceTrace and make it a class, move crap from it to be all shared More adjustments for screenspace shadowing, fix valid hit test always returning true Iteration on screenspace shadows, make screenspace tracing work half res again Rebase fixes Fix screen trace depth function for reverse-z Multi-sampled shadow trace, apply free antialiasing using derivatives of dFdx and dFdy Dont need bend_sss anymore Use bayer directions rather than blue noise for screenspace shadows Use QuadRead to blur value acrosss waves, proper ordering for parameters of ScreenSpace::Trace https://files.facepunch.com/sam/1b1411b1/8ljWk6LsYF.png [Pick] Compile shaders with Vulkan 1.2 ( wave intrinsics support ) Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics [Pick] Target Vulkan 1.1 instead, certain it won't be an issue unless you have drivers from 2016 3D Bayer Sequence, use perceptual penumbra so it always looks relatively soft and nice instead of aiming for just accuract
4 Months Ago
[Pick] Target Vulkan 1.1 instead, certain it won't be an issue unless you have drivers from 2016
4 Months Ago
Fix truncation warning on shadingmodel.hlsl Fix complex_reflections, remove any dependencies to valve code Use inline reflections for complex Composite SSR always, might create some artifacts but will be dealt with Detangle reflections api and document it Adjustments, fix normals on complex reflections
4 Months Ago
Update shaders
4 Months Ago
Oil stub
4 Months Ago
Use bayer directions rather than blue noise for screenspace shadows Use QuadRead to blur value acrosss waves, proper ordering for parameters of ScreenSpace::Trace https://files.facepunch.com/sam/1b1411b1/8ljWk6LsYF.png [Pick] Compile shaders with Vulkan 1.2 ( wave intrinsics support ) Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics
4 Months Ago
Fix screen trace depth function for reverse-z Multi-sampled shadow trace, apply free antialiasing using derivatives of dFdx and dFdy Dont need bend_sss anymore
4 Months Ago
[Pick] Bind RenderAttributes.SetParent, this is a method to pass arguments around that doesn't involve overriding/copying, this fixes not being able to set render attributes properly in child cameras like editor viewport, needs wide testing but should be fine, also fix looking for parent attributes on the attribute chain used on the pipeline Remove SSAOEnabled, just needs a ref if DynamicAmbientOcclusionPP is initialized
4 Months Ago
Update shaders with AO on lighting pass
4 Months Ago
Check for SSAOEnabled
4 Months Ago
Stub for shadow class, enumize lightflags Move pixel.raytrace.ssr.hlsl to ScreenSpaceTrace and make it a class, move crap from it to be all shared More adjustments for screenspace shadowing, fix valid hit test always returning true Iteration on screenspace shadows, make screenspace tracing work half res again Rebase fixes
4 Months Ago
Internal HookAfterDepthPrepass Darken AO texture since we're compositing to ambient lighting properly now
4 Months Ago
[Pick] Add SceneCamera.InternalAttributes for things that should never be overriden [Pick] Add RenderAttributes.Remove [Pick] Child cameras in UpdateSceneCamera also gets parent camera attributes Remove renderhook hack on AmbientOcclusion, just pass attributes directly
4 Months Ago
Volumetric shader stub
4 Months Ago
Fuck any bridging code, let's handle VDB files all on managed, allow loading nvdb files too Iterate NanoVDB file handling and dependencies Use BaseFileSystem for reading NanoVDB files Parse NanoVDB files properly
5 Months Ago
Blend aoproxies and ssao
5 Months Ago
Handle DynamicAmbientOcclusionPP enabling/disabling for mark
5 Months Ago
Remove OpenVDB for TinyVDBIO instead (jesus christ), use latest version of NanoVDB, clean it all up, don't use glue, make all bridge between native in a def file
5 Months Ago
openvdbglue stub for compiling openvdb into nanovdb, VolumetricMaterial component and attributes for it, don't generate thumbnails for OpenVDB source files
5 Months Ago
OpenVDB Source Asset Type, rename VolumetricData to VolumetricMaterial
5 Months Ago
Add OpenVDB libraries Add OpenVDB headers ( And boost, contained in the folder 🤢 ) VolumetricData GameResource stub
5 Months Ago
Better document lightbinner and add a few asserts Version tiled rendering if we ever make breaking changes to it's structure, makes sure that rendering doesn't break if we upgrade it in the future
5 Months Ago
Fix black cubemap fog on hammer
5 Months Ago
Cubemap Fog can be tinted, takes tint from main skybox as well https://files.facepunch.com/sam/1b3111b1/XWpxvX189A.png sky.shader: g_flBrightnessExposureBias and g_flRenderOnlyExposureBias makes no sense when there's tint, barely any existing skyboxes used it properly Update SkyBox2D component to apply tint to IBL environment probe https://files.facepunch.com/sam/1b3111b1/G0298YogbO.png
5 Months Ago
OnRenderDepthPrepass on SceneCamera
5 Months Ago
Add AfterDepthPrepassHooks, make AO composite to lighting rather than blitting to screen
5 Months Ago
Terrain_Normal: dY was inverted
5 Months Ago
Reenable terrain specular and recompile it with normal fixes
5 Months Ago
Terrain_Normal calculates world space normals properly now, remove sobel filter to just a simple bilinear https://files.facepunch.com/sam/1b2711b1/qNolcysYRH.png
5 Months Ago
Add Cornel Box with Fog for testing dynamic indirect fog lighting
5 Months Ago
Enable indirect lighting from IBL in volumetric fog shader, can be toggled with volume_fog_ibl_indirect https://files.facepunch.com/sam/1b2711b1/PIwbCCNGYB.png
5 Months Ago
Fix IBL not working, Transparency in AmbientColor is used to lerp between artist's decided flat color and IBL/GI, defaults to GI AmbientLight component defaults to Gray color
5 Months Ago
Don't implicitly set zfar as infinity, if we want to do so we can do from C# side, but make it respect what we pass as zfar
5 Months Ago
For legacy hammer maps, take global volumetric fog scale from VolumetricFogController
5 Months Ago
Fix ortho lights in SceneMapLoader and custom shadow size, note that shadow culling will suck on ortho lights until we change tiled culling to use frusta
5 Months Ago
Update shaders
5 Months Ago
Fix shitty jitter and noise in volumetric fog https://files.facepunch.com/sam/1b2211b1/NDCtmFBjFj.jpg
5 Months Ago
Adjust depth bias for gizmos and debug lines, we have way more granular precision than I thought
5 Months Ago
Cubemapper Fixes (#1627) Refactoring and fixes for Cubemapper, cleaned it up, makes it really WYSIWYG Makes them work on Scene viewport Updates any time they're dirty Barriers should be set properly now Parallax for ambient envmap lighting Diffuse lighting from envmap should be working properly now Cubemap feathering is tighter by default now, should fix some "leaks" now that skybox is also a global cubemap
5 Months Ago
Detangle all this from Cubemapper, make it able to render inline rather than on a render block Redo update strategies from envmapprobe, much simpler, works everywhere now Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4 Doing cubemap rendering with it's own rendering view is causing all sorts of issues, make it run on the same rendering view context as everything else again Adjustments for cubemapper and set barrier before setting renderstate Make sky always sample from mip 0, ensures that it's always sharp even in low res viewports (eg cubemap fetching
5 Months Ago
Use two passes for ggx cubemap filtering just like in cubemapper Use bilinear filtering for SampleEnvironmentMapLevel, worth the tradeoff since we're much faster now Up sky.shader version
5 Months Ago
Cornel Box scene with moving light for GI test
5 Months Ago
Make SSR reconstruction ghosting less apparent
5 Months Ago
GGXCubemapBlurHelper::GetFaceAndUVFromDirection was giving mirrored directions, recode it to point to correct direction, GGX skyboxes look very nice now, fixes a few issues specially in low resolutions, up sky.shader version so CI rebuilds textures
5 Months Ago
Adjustments for cubemapper and set barrier before setting renderstate Make sky always sample from mip 0, ensures that it's always sharp even in low res viewports (eg cubemap fetching
5 Months Ago
GGXCubemapBlurHelper::GetFaceAndUVFromDirection was giving mirrored directions, recode it to point to correct direction, GGX skyboxes look very nice now, fixes a few issues specially in low resolutions, up sky.shader version so CI rebuilds textures
5 Months Ago
Doing cubemap rendering with it's own rendering view is causing all sorts of issues, make it run on the same rendering view context as everything else again Make SSR reconstruction ghosting less apparent
5 Months Ago
Detangle all this from Cubemapper, make it able to render inline rather than on a render block Redo update strategies from envmapprobe, much simpler, works everywhere now Change dynamic envmapprobe to use 7 mips which is the calibrated value for Cubemapper, change default feathering value to a tighter .25f Use parallax for ambient envmap lighting https://files.facepunch.com/sam/1b1511b1/sbox-dev_a6lt3mNtWW.mp4
5 Months Ago
Fix terrain clipmaps being generated at the shadow map's position rather than the main camera's when rendering shadows
5 Months Ago
Make sure light cookie is resident and valid if we're getting it's index for lightbinner