branchrust_reboot/main/vcloudscancel
35 Commits over 92 Days - 0.02cph!
default config updates, slight clean up
fix BicubicFetch for non-square textures
resolution scaling with quality level, tweak quality level step counts
fix cirrus fog, try to improve weather transition lerping
fog adjustment, remove commented out stuff
fixed tiling of weather map
fix cloud shadow map with new ground radius
More cloud setup.
Radius shrunk from 6mil to 60k to get the horizons & sunsets better.
remove unused textures, fix moon lighting transition
use configured step count again
add back option/convar removed during merge
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)
- 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
- put ranges on noise gen params
- add ground albedo parameter
- test different way of combining noises for weather
- 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
- only regenerate previous/target weather textures if the states change
- do moon lighting
- add convar to force a cloud config
- other shader adjustments
- 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
Increase cloud atmospheric haze with TOD_Fogginess
- 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
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