branchsbox/gtaocancel

26 Commits over 61 Days - 0.02cph!

26 Days Ago
Compiled shaders with ao viewporting changes CommandList.SetData > CommandList.SetConstantBuffer [Pick] Calculate aspect ratio from viewport size rather than screen size, fixes splitscreen viewports being fucked up https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_19tjSjbPcm.png
27 Days Ago
Fix ambient occlusion in offsetted viewports Adjustments, default old components to ssao
27 Days Ago
Move AmbientOcclusion to Command Lists Constant Buffers in Command List Iterate minimum Camera.hlsl, no Time.hlsl for now
27 Days Ago
Camera.hlsl and Time.hlsl stubs
29 Days Ago
Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO Start moving gtao to command lists, adjustments
29 Days Ago
Start moving gtao to command lists, adjustments
29 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO
29 Days Ago
Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO
50 Days Ago
[Pick] Add internal Graphics.FrameAttributes, up to review Use frameattributes instead of camera attributes, clear stupid hack on AmbientOcclusion
50 Days Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler VrMonitor goes long unused since we removed SceneMonitor & VR Multiview Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao AO on lighting pass GTAO stub, remove sdf.hlsl (until we meet again 🫡 ) Iterate gtao Iterate GTAO Iterate GTAO Calculate gtao depth and normals properly, use inverted depth for gtao Iterate GTAO, use built in uint encoding for passes, all 3 passes work, workaround for dxc compiler bug with dot product with half floats Remove old SDF functions entirely (byebye) Iterate GTAO, works almost perfectly ingame, add noise function to it Iterate GTAO, start deoising, remove unused shit, fix bug with binding too many textures on the lexer Update texture formats and remove unused code Shitty TAA, smeary but iteratable with bbox clamping, add thin occluder compensation Proper TAA, option for spartial or temporal blur SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Add multibounce ambient occlusion (but keep it disabled for now) https://files.facepunch.com/sampavlovic/1b1811b1/UckNYcRubO.png Adjust AO intensity, separate passes, add spartial/temporal passes, adjust thin compensation to become thickness Add generic TAA filter to Motion.hlsl Sensible defaults and final tweaks Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders
2 Months Ago
Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders
2 Months Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler VrMonitor goes long unused since we removed SceneMonitor & VR Multiview Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao AO on lighting pass GTAO stub, remove sdf.hlsl (until we meet again 🫡 ) Iterate gtao Iterate GTAO Iterate GTAO Calculate gtao depth and normals properly, use inverted depth for gtao Iterate GTAO, use built in uint encoding for passes, all 3 passes work, workaround for dxc compiler bug with dot product with half floats Remove old SDF functions entirely (byebye) Iterate GTAO, works almost perfectly ingame, add noise function to it [pick] Add Motion.hlsl for motion vectors Iterate GTAO, start deoising, remove unused shit, fix bug with binding too many textures on the lexer Update texture formats and remove unused code Shitty TAA, smeary but iteratable with bbox clamping, add thin occluder compensation Proper TAA, option for spartial or temporal blur SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Add multibounce ambient occlusion (but keep it disabled for now) https://files.facepunch.com/sampavlovic/1b1811b1/UckNYcRubO.png Adjust AO intensity, separate passes, add spartial/temporal passes, adjust thin compensation to become thickness Add generic TAA filter to Motion.hlsl Sensible defaults and final tweaks Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion
2 Months Ago
Fix depth normalization on XeGTAO, add better TAA values for AmbientOcclusion
2 Months Ago
Sensible defaults and final tweaks
2 Months Ago
Add generic TAA filter to Motion.hlsl
2 Months Ago
Add multibounce ambient occlusion (but keep it disabled for now) https://files.facepunch.com/sampavlovic/1b1811b1/UckNYcRubO.png Adjust AO intensity, separate passes, add spartial/temporal passes, adjust thin compensation to become thickness
2 Months Ago
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
2 Months Ago
Proper TAA, option for spartial or temporal blur
2 Months Ago
Shitty TAA, smeary but iteratable with bbox clamping, add thin occluder compensation
2 Months Ago
Update texture formats and remove unused code
2 Months Ago
[pick] Add Motion.hlsl for motion vectors Iterate GTAO, start deoising, remove unused shit, fix bug with binding too many textures on the lexer
2 Months Ago
Remove old SDF functions entirely (byebye) Iterate GTAO, works almost perfectly ingame, add noise function to it
3 Months Ago
Iterate GTAO, use built in uint encoding for passes, all 3 passes work, workaround for dxc compiler bug with dot product with half floats
3 Months Ago
Calculate gtao depth and normals properly, use inverted depth for gtao
3 Months Ago
Iterate GTAO Iterate GTAO
3 Months Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler VrMonitor goes long unused since we removed SceneMonitor & VR Multiview Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao AO on lighting pass GTAO stub, remove sdf.hlsl (until we meet again 🫡 ) Iterate gtao