11 Commits over 0 Days - ∞cph!
Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer
Final cleanup, fix fog density, fix obsolete error
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit
Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
These convars don't do anything or are redundant, some notes for tiled rendering in the future
Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps
One lightbinner per volumetric fog rather than creating it every frame
Start removing fog clipmap rendering, there are better ways to do this and it's massive
Disable clipmaps on managed code, clean up shader code
Remove VR-specific frustum stuff from volumetric fog
Get rid of redundant data
Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one
TAA stub
Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality
Proper fog TAA with ping-ponging accumulation textures
Iterate fog denoising
Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer
Final cleanup, fix fog density, fix obsolete error
Proper fog TAA with ping-ponging accumulation textures
Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality
Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one
Remove VR-specific frustum stuff from volumetric fog
Get rid of redundant data
Disable clipmaps on managed code, clean up shader code
Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps
One lightbinner per volumetric fog rather than creating it every frame
Start removing fog clipmap rendering, there are better ways to do this and it's massive
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit
Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
These convars don't do anything or are redundant, some notes for tiled rendering in the future