branchrust_reboot/main/spatially_aware_env_volumescancel

27 Commits over 59 Days - 0.02cph!

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