branchrust_reboot/main/env_volume_performance_testingcancel
20 Commits over 31 Days - 0.03cph!
Simplified the stencil buffers for the spatial environment volume shader passes, as they work differently now due to the volume transition changes
Added spatial environment volume transition support to transparent objects
Added spatial environment volume transitions for opaque objects
Fixed an issue with the Deferred Indirect Lighting pass that was causing smearing when using Vulkan
Added spatially aware environment volume convar back after merge
Added the SpatialEnvironmentVolumePass component to the camera
Added back spatially aware environment volumes, but made them optional via the SpatiallyAware volume type flag
Set indirect specular render target's alpha to zero when subsurface scattering isn't in use to avoid rendered icons from having back backgrounds
Fixed the issue with the skin's speculer when using subsurface scattering and deferred indirect lighting
Fixed the indirect specular lighting on the skin when using the deferred indirect lighting pass
Fixed a bug that caused the deferred indirect lighting pass to not run
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.
Re-edded deferred indirect lighting pass
Re-added decal renderer changes to make them compatible with the command buffer manager and fix placement in the editor
Subtracked environment volume related changesets to test the performance