branchrust_reboot/main/vcloudscancel

45 Commits over 120 Days - 0.02cph!

Today
merge from main
27 Days Ago
remove/disable unused stuff
27 Days Ago
merge from main
27 Days Ago
reset weather update sequences when enabling clouds
28 Days Ago
merge from main
28 Days Ago
more changes
28 Days Ago
make ambient configurable again, add ambient saturation param, add weather profile lighting overrides
29 Days Ago
revert cirrus ms
29 Days Ago
merge from main
29 Days Ago
adjustments, fix server compile errors
32 Days Ago
default config updates, slight clean up
33 Days Ago
fix BicubicFetch for non-square textures
33 Days Ago
resolution scaling with quality level, tweak quality level step counts
33 Days Ago
fix cirrus fog, try to improve weather transition lerping
36 Days Ago
adjustments, clean up
40 Days Ago
Profiles
41 Days Ago
horizon angle fog
41 Days Ago
fog adjustment, remove commented out stuff
41 Days Ago
fixed tiling of weather map
42 Days Ago
merge from main
42 Days Ago
fix cloud shadow map with new ground radius
42 Days Ago
More profile WIP.
42 Days Ago
More cloud setup. Radius shrunk from 6mil to 60k to get the horizons & sunsets better.
43 Days Ago
Cloud configuration
43 Days Ago
missed this
43 Days Ago
add some configs
43 Days Ago
remove unused textures, fix moon lighting transition
43 Days Ago
use configured step count again
43 Days Ago
add back option/convar removed during merge
45 Days Ago
Merge from main
47 Days Ago
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
50 Days Ago
merge from main
50 Days Ago
- implemented god rays as mask for mie scattering fog - fixed weird pre-multplied alpha - refactor to share code - render properly in reflection probe - output texture stores scalar light energies rather than combined RGB lighting, combined later in display shader
2 Months Ago
merge from main
2 Months Ago
- put ranges on noise gen params - add ground albedo parameter - test different way of combining noises for weather
3 Months Ago
saving work
3 Months Ago
merge from main
3 Months Ago
- adjust ray march step count for the different quality levels, 128 at highest, 56 at lowest - add jittering to ray origin to disguise artifacts from lower step counts, with jittering intensity reduced towards horizon to prevent too much noise - fix slow render target resizing - fix reprojection issues - adjustments
3 Months Ago
- only regenerate previous/target weather textures if the states change - do moon lighting - add convar to force a cloud config - other shader adjustments
3 Months Ago
merge from main
3 Months Ago
- Integrate clouds with WeatherPreset/Climate. Cloud configs transition with weather. Randomly chosen from list of configs on WeatherPreset or default list in Climate. Presets can also include a storm/overcast region. - Weather map scrolling uses EnvSync time - Some other adjustments
4 Months Ago
Increase cloud atmospheric haze with TOD_Fogginess
4 Months Ago
- added convar + option to experimental settings for clouds, off by default, renders billboards if off - initial basic temporal upscaling, renders full res cloud image over 16 frames, some issues to iron out but significantly improves performance - add cirrus clouds and configurations for them - fix sun mesh not being occluded by clouds - fix cloud display mesh sorting - further configurable parameters - clean up/organize code
4 Months Ago
forgot a file
4 Months Ago
move clouds to branch off main - clouds can cast approximate shadows on world - add exposure/contrast parameters - add dedicated configuration for coverage worley - adjust atmospheric haze mie scattering