branchsbox/shader-stagingcancel

31 Commits over 30 Days - 0.04cph!

3 Months Ago
Remove crumbs of ToolsShadingComplexity, we can replicate quad overdraw in almost every material without a special mode, shading complexity itself is on toolsvis now, toolsvis class There's also a duplicate shading complexity shader
3 Months Ago
Lightmapping combos go on shadingmodel Fix typos
3 Months Ago
Remove ToolsVis() and ToolsShadingComplexity() ( & ToolsWireframe ) mode from everything
3 Months Ago
EnvironmentMap::From to calculate all envmaps on a position PerViewLightingConstantBuffer_t completely unused
3 Months Ago
environmentmapped bool is bullshit now that cubemaps are gpu driven, add stub EnvironmentMapping.hlsl
3 Months Ago
Detangle all of this, vr_lighting never directly referenced from any of our hlsls now
3 Months Ago
Fuck of with light.environment, light.dynamic and light.static are just in Light.hlsl instead of own internal files Move shadow functions to Shadow.hlsl, much like BRDF.hlsl, will make it easy for us to upgrade, move LightMap definitions to Light.hlsl Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, that works only as a contract to shadingmodels, fix toolvis on shadingmodelstandard
3 Months Ago
DynamicLight refactor Refactor StaticLight class, can do Light::From() to get all lights (static/dynamic) at once https://i.imgur.com/jqko5ON.mp4 Remove more crumbs off S_MODE_TOOLS_VIS
3 Months Ago
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else
3 Months Ago
Nag message to remove S_MODE_TOOLS_VIS
3 Months Ago
Use single path for vr_common_ps_code to match what's on shadingmodel, eventually to just delete all of it, remove unused DISABLE_TONEMAPPING
3 Months Ago
Move BRDF stuff to BRDF.hlsl, organizes it and makes it easier to move to CS2's one with multiscatter Fuck off with LightingTerms for toolsvis, we should be accepting any structure Remove unused ShadingModel postprocessing ( handle it better )
3 Months Ago
ToolVis in a class Single ToolsVis.hlsl, tidy it up
3 Months Ago
Initial ToolsVis without ToolsVis mode, cleanup some unsued
3 Months Ago
Goodbye S_MODE_TOOLS_VIS combo
3 Months Ago
Enumize ToolVis modes, dont keep this logic on shared_standard_ps_code
3 Months Ago
Shadingmodel uses Fog::Apply instead of duplicate DoAtmospherics
3 Months Ago
Add namespace_name to antlr grammar so that we can do "type Class::Function()" definition instead of defining all in class itself, we should just let it accept any HLSL Handle AmbientLightKind::LightMapProbeVolume and AmbientLightKind::LightMap
3 Months Ago
Shading Complexity in ToolVis, quad overdraw isn't even working now, and certainly doesnt need it's own shading mode, can make all materials use same shader Remove CUSTOM_MATERIAL_INPUTS and CUSTOM_TEXTURE_FILTERING, vfx optimizes it out if not used Remove D_BAKED_LIGHTING_FROM_VERTEX_STREAM, never used Rewrite AmbientLight into a class, stub
3 Months Ago
Remove CUSTOM_MATERIAL_INPUTS and CUSTOM_TEXTURE_FILTERING, vfx optimizes it out if not used Remove D_BAKED_LIGHTING_FROM_VERTEX_STREAM, never used
3 Months Ago
Shading Complexity in ToolVis, quad overdraw isn't even working now, and certainly doesnt need it's own shading mode, can make all materials use same shader
3 Months Ago
Remove long unused shit from pixelinput and vertexinput and clean it up Convert world position to projected position on FinalizeVertex, don't like that these are opaque, let's see what we can do about it
3 Months Ago
SQRTRoughness was correct behavior for sampling envmaps Use multi-bounce ambient occlusion Feathering goes outer rather than center, allow to have inner (negative) feathering again, fixes light leaks in maps
3 Months Ago
Update shaders Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant Start moving same fast ggx filtering code to cpu for resourcecompiler also for consistency
3 Months 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 tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
3 Months Ago
Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
3 Months Ago
Update path of build-shaders, upload all shaders as artifacts
3 Months 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 tiled light culling with edge feathering additions vLevel isn't const Update shaders, might get stumped with AO changes but i'll just build them back
4 Months Ago
Update shaders, might get stumped with AO changes but i'll just build them back
4 Months Ago
vLevel isn't const
4 Months 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 tiled light culling with edge feathering additions