branchrust_reboot/main/spatially_aware_env_volumescancel

27 Commits over 59 Days - 0.02cph!

10 Days Ago
Re-adding spatially aware env volume changes
10 Days Ago
Merge from main
10 Days Ago
Added Client define checkinside DeferredIndirectLightingPass and EnvironmentVolumeStencilPass classes to prevent compile errors on server builds
10 Days Ago
Merge from main
20 Days Ago
Merge from main
20 Days Ago
Fixed an edge case with the environment volume stencil mask and added descriptions to each pass's stencil blocks
21 Days Ago
Added another validation check to the DeferredIndirectLightingPass
21 Days Ago
Merge from main
21 Days Ago
Fixed a bug which was causing the environment volumes to flicker
23 Days Ago
Fixed the rendering issues with the bear-snow.decal material
23 Days Ago
Updated the deferred decal renderer to make it update its transformation matrix correctly when editing it within the scene view
23 Days Ago
Added deferred indirect lighting and environment volume pass back to the camera prefab after merge
23 Days Ago
Merge from main
29 Days Ago
Merge from main
31 Days Ago
Merge from main
31 Days Ago
Updated the deferred indirect lighting additional flags buffer to be cleared via a compute shader
31 Days Ago
Made the train tunnels environment volume type also block out sunlight. Also moved the indirect lighting shader and flags to their own IndirectLighting folder
31 Days Ago
Changed the volume buffer to only reallocate if the total enabled volumes changes to prevent GC allocations due to frustum culling
41 Days Ago
Reduced the number of draw calls needed per environment volume from 3 to 2
41 Days Ago
Moved the deferred indirect lighting pass into its own class
41 Days Ago
Fixed a bug with using a pre-culled volume list when creating the environment volume compute buffer
41 Days Ago
Removing unnecessary memory allocations from the EnvironmentVolumeStencilPass class
42 Days Ago
Added environment volume support for objects rendered via the forward base pass
50 Days Ago
Fixed an issue with overlapping environment volumes causing overlapped areas to become darker. Now the darkest volume takes priority.
51 Days Ago
Replaced old camera-based environment volume indirect lighting code with new spatial version
51 Days Ago
Made the deferred decals work with the new environment volume system
51 Days Ago
Merge main into spatially_aware_env_volumes