27 Commits over 61 Days - 0.02cph!
Update all shaders to support area lights
This should be the right logic for roughness offsetting on plane lights
Remove dominant vector adjustment for rect lights, fix capsule lights not sphere bloating right
Fix uninitialized variables in spritecard
Update blendable shader
Sphere light gizmos and update capsule light gizmos
Allow custom dotted alpha for our gizmos to have transparency
Sphere light prototype
Tube light prototype
Data structures for light shapes
Add CapsuleLightEntity, pass extra light parameters properly
Do custom NdotL computation for capsule lights
Volumetric light for vrad
Cleanup
Indexed baked light support for area lights
light_capsule editor model
Fix bounds of baked lights and don't cast rasterized shadows if light is an area light
added light rect editor icon
https://files.facepunch.com/louie/1b1611b1/sbox-dev_txMYDqSXVV.png
Disc Light prototype
Area light dynamic volumetric fog support
Rectangular lights, cleanup
More cleanup, keep both disc and rect paths, baked light support for rects
Remove old now-unused ComputeDirectLighting_SingleLightFastPath and refactor DoLightShape, changes on dynamic volumetric fog
Separate diffuse and specular rays for rects, get it working nicely on volumetric fog too
Only light the front of the light_rect on vrad
Clamp L of rect and sphere so that it can intersect ground
Fix specular on indexed lights
Add tiled rendering tools debug vis mode
Fix baked rect lights dot product eating what's behind it and leaving it black
Tiled Rendering for area lights
Only do clamping in NdotL for Capsule Lights, avoids it showing through walls
C# side of rectanglelightentity
Fix rect light specular, approximate reflection vector by the dominant direction vector so that we don't get a weird rough projected reflection
Update shaders for area lights, including compiled version
Fix bbox on light baking for area lights
Add capsule, cylinder and sphere shapes to gizmos
Fix rect light specular, approximate reflection vector by the dominant direction vector so that we don't get a weird rough projected reflection
Update shaders for area lights, including compiled version
Fix bbox on light baking for area lights
Only do clamping in NdotL for Capsule Lights, avoids it showing through walls
C# side of rectanglelightentity
Sphere light prototype
Tube light prototype
Data structures for light shapes
Add CapsuleLightEntity, pass extra light parameters properly
Do custom NdotL computation for capsule lights
Volumetric light for vrad
Cleanup
Indexed baked light support for area lights
light_capsule editor model
Fix bounds of baked lights and don't cast rasterized shadows if light is an area light
added light rect editor icon
https://files.facepunch.com/louie/1b1611b1/sbox-dev_txMYDqSXVV.png
Disc Light prototype
Area light dynamic volumetric fog support
Rectangular lights, cleanup
More cleanup, keep both disc and rect paths, baked light support for rects
Remove old now-unused ComputeDirectLighting_SingleLightFastPath and refactor DoLightShape, changes on dynamic volumetric fog
Separate diffuse and specular rays for rects, get it working nicely on volumetric fog too
Only light the front of the light_rect on vrad
Clamp L of rect and sphere so that it can intersect ground
Fix specular on indexed lights
Add tiled rendering tools debug vis mode
Fix baked rect lights dot product eating what's behind it and leaving it black
Tiled Rendering for area lights
Tiled Rendering for area lights
Fix specular on indexed lights
Add tiled rendering tools debug vis mode
Fix baked rect lights dot product eating what's behind it and leaving it black
Use HDR fog clipmaps
https://i.imgur.com/0HtWKID.png
Clamp L of rect and sphere so that it can intersect ground
Only light the front of the light_rect on vrad
Separate diffuse and specular rays for rects, get it working nicely on volumetric fog too
Remove old now-unused ComputeDirectLighting_SingleLightFastPath and refactor DoLightShape, changes on dynamic volumetric fog
Rectangular lights, cleanup
More cleanup, keep both disc and rect paths, baked light support for rects
Area light dynamic volumetric fog support
added light rect editor icon
https://files.facepunch.com/louie/1b1611b1/sbox-dev_txMYDqSXVV.png
Fix bounds of baked lights and don't cast rasterized shadows if light is an area light
light_capsule editor model
Indexed baked light support for area lights
Add CapsuleLightEntity, pass extra light parameters properly
Do custom NdotL computation for capsule lights
Volumetric light for vrad
Cleanup
Sphere light prototype
Tube light prototype
Data structures for light shapes