6 Commits over 31 Days - 0.01cph!
Pixel size + bilinearity doesn't match the power of two in the depth chain, sample neighbors, we just want far value
CreatePerViewConstantBuffer needs to exist before prepass, it's used for wind, remove callback stuff since async fog is gone
Iterate until number of lights rather than 64 every time 😪, more cleanup
Frustum FarZ for fog tiled rendering
Remove async fog, unlikely to yield gains, move volumetric fog to after depth prepass, we need depth chain to not be 1 frame behind on tiled culling for volumetrics
Tiled rendering for volumetrics https://files.facepunch.com/sam/1b0111b1/GsS5a4ZBVu.png
Fog TAA cherry pick with the new changes we have on fog lightbinner, removes fog clipmaps entirely too