branchrust_reboot/main/env_volume_performance_testingcancel

20 Commits over 31 Days - 0.03cph!

1 Year Ago
Corrected a code comment
1 Year Ago
Merge from main
1 Year Ago
Simplified the stencil buffers for the spatial environment volume shader passes, as they work differently now due to the volume transition changes
1 Year Ago
Added spatial environment volume transition support to transparent objects
1 Year Ago
Added spatial environment volume transitions for opaque objects
1 Year Ago
Fixed an issue with the Deferred Indirect Lighting pass that was causing smearing when using Vulkan
1 Year Ago
Added spatially aware environment volume convar back after merge
1 Year Ago
Merge from main
1 Year Ago
Added the SpatialEnvironmentVolumePass component to the camera
1 Year Ago
Added back spatially aware environment volumes, but made them optional via the SpatiallyAware volume type flag
1 Year Ago
Set indirect specular render target's alpha to zero when subsurface scattering isn't in use to avoid rendered icons from having back backgrounds
1 Year Ago
Merge from main
1 Year Ago
Fixed the issue with the skin's speculer when using subsurface scattering and deferred indirect lighting
1 Year Ago
Fixed the indirect specular lighting on the skin when using the deferred indirect lighting pass
1 Year Ago
Merge from main
1 Year Ago
Fixed a bug that caused the deferred indirect lighting pass to not run
1 Year Ago
Removed the additional flags buffer from the deferred indirect lighting implementation as the data is now packed into the emission target's alpha channel instead. This should hopefully fix the performance issues with the deferred indirect lighting.
1 Year Ago
Re-edded deferred indirect lighting pass
1 Year Ago
Re-added decal renderer changes to make them compatible with the command buffer manager and fix placement in the editor
1 Year Ago
Subtracked environment volume related changesets to test the performance