branchrust_reboot/main/spatially_aware_env_volumescancel
27 Commits over 59 Days - 0.02cph!
Re-adding spatially aware env volume changes
Added Client define checkinside DeferredIndirectLightingPass and EnvironmentVolumeStencilPass classes to prevent compile errors on server builds
Fixed an edge case with the environment volume stencil mask and added descriptions to each pass's stencil blocks
Added another validation check to the DeferredIndirectLightingPass
Fixed a bug which was causing the environment volumes to flicker
Fixed the rendering issues with the bear-snow.decal material
Updated the deferred decal renderer to make it update its transformation matrix correctly when editing it within the scene view
Added deferred indirect lighting and environment volume pass back to the camera prefab after merge
Updated the deferred indirect lighting additional flags buffer to be cleared via a compute shader
Made the train tunnels environment volume type also block out sunlight. Also moved the indirect lighting shader and flags to their own IndirectLighting folder
Changed the volume buffer to only reallocate if the total enabled volumes changes to prevent GC allocations due to frustum culling
Reduced the number of draw calls needed per environment volume from 3 to 2
Moved the deferred indirect lighting pass into its own class
Fixed a bug with using a pre-culled volume list when creating the environment volume compute buffer
Removing unnecessary memory allocations from the EnvironmentVolumeStencilPass class
Added environment volume support for objects rendered via the forward base pass
Fixed an issue with overlapping environment volumes causing overlapped areas to become darker. Now the darkest volume takes priority.
Replaced old camera-based environment volume indirect lighting code with new spatial version
Made the deferred decals work with the new environment volume system
Merge main into spatially_aware_env_volumes