branchrust_reboot/main/shader-improvementscancel

125 Commits over 181 Days - 0.03cph!

11 Months Ago
Started moving "Core/Foliage" to Rust Standard backend
11 Months Ago
Post std-backend "Core/Generic" tweaks + removed unnecessary passes
11 Months Ago
Reduced micro-occlusion range from 3% to 2% + pre-calc
11 Months Ago
Transmission nomenclature
11 Months Ago
Adapted Core/Generic shader to Rust Standard backend
11 Months Ago
Fixed shadows on std core
11 Months Ago
Added reflectance micro-occlusion to EvaluateBSDF_Env
11 Months Ago
Preparing std shader backend for core shaders
11 Months Ago
Fixed "Rust/Standard" detail occlusion not obeying mask
11 Months Ago
Fixed sampler limit errors in "Rust/Standard Blend 4-Way"
12 Months Ago
Fixed contact self-shadowing on transmissive materials
12 Months Ago
Merge from main
12 Months Ago
Added optional Wind layer to "Rust/Standard"
12 Months Ago
Renamed "UV Set for Transparency" to "UV Set for Alpha" and added this feature to "Rust/Standard" shader
12 Months Ago
Added double sided normal option for "Rust/Standard"
12 Months Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Fixed energy conserving specular color to be non-optional on older shaders
1 Year Ago
Fixed SSS indirect diffuse tone mismach vs non-SSS
1 Year Ago
Fixed indirect diffuse not being affected by SSS
1 Year Ago
Added transmission tint to subsurface profiles
1 Year Ago
Merge from main
1 Year Ago
Fixed unroll warnings in post process SSS
1 Year Ago
Nuked specialized standard anisotropic, transmission and subsurface shaders (no longer necessary)
1 Year Ago
Added Material Type dropdown to Rust/Standard; can now do standard(metallic), specular color, anisotropic, transmission and subsurface scattering
1 Year Ago
Fixed subsurface mask transitions and related sharpness problems + early out / opts
1 Year Ago
Fixed unassigned preintegrated fresnel FGD lookup table
1 Year Ago
Make sure we always have full anisotropic texturing in editor, when not playing
1 Year Ago
Organizing, naming, nuking
1 Year Ago
Fixed everything related to indirect specular + removed more useless legacy code
1 Year Ago
Fixed subsurface profile indexing, scatterable light, core packing
1 Year Ago
Refactored subsurface profile handling
1 Year Ago
Added high quality normal mode for material types that can fit extra 4 bits (most) in gbuffer + small fixes and optimizations
1 Year Ago
Fixed Nature/Foliage
1 Year Ago
Hard limit of 16 subsurface profiles (15 assets + default)
1 Year Ago
Merge from main
1 Year Ago
Major revamp/cleanup to standard shading backend, reduced gbuffer pressure, fixed anisotropic and increased shading quality
1 Year Ago
Finished Anisotropic implementation; started work to handle gbuffer pressure
1 Year Ago
Reverted craggy's to previous
1 Year Ago
Added support for anisotropic materials via specialized "Rust/Standard Anisotropic" shader set
1 Year Ago
Merge from main
1 Year Ago
Finished subsurface scattering support for standard shading model; added "Rust/Standard Subsurface" shaders
1 Year Ago
Fixed separable subsurface scattering to work with any shader (not just core/skin) and larger scatter radius
1 Year Ago
Fixed deferred shadowing ignored in core shader set
1 Year Ago
Fixed transmission in blendlayer
1 Year Ago
Merge from main
1 Year Ago
Cleaning shaders for bug that was already fixed
1 Year Ago
Added transmission to standard blendlayer shader set and tweaked transmission shader lods
1 Year Ago
Fixed shadow handling in transmission, can be made available in any standard shader now; nuked specialized transmission shaders