branchrust_reboot/main/spatially_aware_env_volumescancel

27 Commits over 59 Days - 0.02cph!

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