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4,161 Commits over 2,161 Days - 0.08cph!

5 Years Ago
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5 Years Ago
Standard shaders: moved detail mask into Detail Layer Standard shaders: reordered some layers to fit rust/standard ordering; top-underlayer, bottom-overlayer Standard shaders: first version of standard dirt layer; cloth shader only for now
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5 Years Ago
Fixed having to press refresh to get a server list after switching to server browser
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5 Years Ago
Added and assigned shader slots for ssao; testing on dev Fixed Rust/Standard BlendLayer shaders in d3d9
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5 Years Ago
Fixed terrain base map generation in d3d9 + other minor stuff
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5 Years Ago
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5 Years Ago
Moved SSAO Pro one folder back Fixed SSAO Pro component missing in Main Camera; restored settings
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5 Years Ago
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5 Years Ago
Added PVT cache compression for DX11 targets for reduced VRAM footprint and bandwidth savings Added Test/Compression/BlockCompression scene for real-time texture compression testing
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5 Years Ago
Added back SSAO Pro with a few modifications; cmdbuf mode for ordering + couple more params + bug fix Replaced SESSAO with SSAOPro for performance until we find something better
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5 Years Ago
Changed vertexlit blended lighting normalization hack to scale down, not up
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5 Years Ago
Added lighting normalization factor to VertexLitBlendedCustom; helps with opacity when overlit
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5 Years Ago
Patched ShadeVertexLights to support up to 8 lights (unity max)
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5 Years Ago
Fixed issues with Env Refl Horizon Fade Added Env Refl Occlusion and Horizon Fade to StandardBlendLayer shaders
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5 Years Ago
Fixed StandardBlendLayer shader getting getting bad metallic/gloss values on detail layer
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5 Years Ago
Fixed uv set selection in blend layer shaders Fixed compilation error in internal-deferredreflections Updated vertex lighting code in BillboardLight with latest spotlight code
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5 Years Ago
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5 Years Ago
Added terrain alpha support to standard-terrain and standard-blendterrain shaders
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5 Years Ago
Fix for bad river transition into ocean; doing a smooth fadeout; should hold until I get back
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5 Years Ago
Updated texture handling in d3d11
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5 Years Ago
Raised bloom intensity to 0.075 (1/2 the original) good tradeoff for now; thinking of area light spec to solve energy probs
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5 Years Ago
Brought back proper wetness reflection on the terrain Added tweakable range to natural bloom Updated camera prefab: moved natural bloom to after eye adaptation, reduced bloom by 1/3 otherwise we cant have proper PBR, as any mirror-like surf will fire up the bloom too much; either this or we go non-PBR
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5 Years Ago
Added working fade and transparent support to Rust/Standadrd shaders; all except terrain-based Updated skin shader gui; temporary, entire shader will get a revamp next month Fixed some script warnings
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5 Years Ago
Fixed mono lights
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5 Years Ago
Added "Rust/Standard Skin" shader; same as MultiSkinShader, except with microfiber fuzz options Added SkinTest scene Fixed some shader compilation warnings
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5 Years Ago
Fixed some issues in CommandBufferManager; smoother now Fixed SSAO not working properly with some of our custom shaders Added useCommandBuffer to SSAO; when disabled uses original path for debug/comparison only; always enabled in builds Added support for deferred reflections on our custom shaders
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5 Years Ago
Added microfiber fuzz support to deferred shader; drawback: spec is mono on mats where fuzz is used (cloth) Added "Rust/Standard Cloth" and "Rust/Standard Cloth (Specular setup)" with masked tinting and fuzz Added ClothTest scene + sample hoodie tint mask Added tool to find all materials using some shader at "Tools/Find/FindMaterialsUsingShader" Cleaned up reusable standard code a bit for use in all Rust-Standard derived shaders
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5 Years Ago
Fixed water2 screwed up on dx9+nvidia First attempt at fixing water2 center patch frame delay (needs more hw testing)
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5 Years Ago
Fixed missing shoreline wetness in non-pvt terrain shader path; also fixes flashing in low shader LOD
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5 Years Ago
Updated standard terrain shader for blend masking; added two props for control: blend factor and fallof Removed unnecessary standard shader UI clutter (unused) Updated Terrain material asset
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5 Years Ago
Added PVT toggle back to UI Tweaks on Performance section; default off until I figure out the anomaly
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5 Years Ago
Consistent fade on underwater spec occ
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5 Years Ago
Cleaned up quick fix from previous commit Ghetto hack for SSAO due to command-buffer nonsense
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5 Years Ago
Quick rush fix for minecrafty / water horizon issues
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5 Years Ago
Fixed CommandBufferManager edit-mode shenanigans
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5 Years Ago
Fixed black sky in broad daylight; usually when starting with water1 enabled Fixed SESSAO not working with water1
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5 Years Ago
Added optimized SESSAO shader to variants
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5 Years Ago
First pass optimizing SESSAO; now 60% faster on D500 at 1440p
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5 Years Ago
Disabling PVT when shader lod or terrain quality are low enough
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5 Years Ago
Named some command buffers; profiling stuff
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5 Years Ago
Optimized NaturalBloomAndDirtyLens using low precision/bw encoded scratch buffers; 2x faster in both quality modes on d500 @ 2560x1440; perceptually identical Updated Main Camera prefab
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5 Years Ago
Subtracting that bloom effect toggle
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5 Years Ago
Fixed bloom and lens dirt effect still running when disabled in effects UI Switched to low res buffer in eye adaptation effect (halved time on my D500); updated Main Camera prefab Made wetnes underwater spec occlusion fadeout more aggressive
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5 Years Ago
Fixed "Dimensions of color surface does not match dimensions of depth surface" error when resizing viewport
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5 Years Ago
Underwater specular occlusion now animated and automatic
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5 Years Ago
Fixed incorrect water fog on OSX/GL Fixed SSAO on top of water Reverted water obj to prefab in TestLevel
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5 Years Ago
Fixed Before/SpeedtreeBillboard's scumbag inverted vface causing bad normals Fixed transmission set to const
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5 Years Ago
Added optional Snow Accum Offset; toggable via "EnableAccumOffset" in TerrainWeatherExtension
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5 Years Ago
Fixed splat tints not updating on terrain => added TerrainBlendExt.UpdateMaterialParams() to SetSeason
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5 Years Ago
Before/SpeedTree*: changed Smoothness/Transmission map to TintMask/Transmission map; added support for masked tinting
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