branchsbox/tiled-rendering-mergecancel

21 Commits over 31 Days - 0.03cph!

Sam
Yesterday
Add r_tiled_rendering_depth_cull
Sam
Yesterday
Return max depth for tile, update object files
Sam
Yesterday
Use half tile offset for tile coordinates Depth prepass culling for envmaps too, cleanup fix envmaps being fucked up
Sam
3 Days Ago
GPU driven Depth Culling for tiled rendering
Sam
5 Days Ago
Update shader objects
Sam
8 Days Ago
Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute Add r_tiled_rendering convar
Sam
9 Days Ago
Fix warnings on blendable and commit shader objects
Sam
10 Days Ago
Fix Z-Fighting when cubemap bounds is the same as the geometry Update tiled light builder shader objects
Sam
10 Days Ago
Fix data races on tiled light builder Fix warnings from core shaders Use 48 wide pixels for each tile
Sam
10 Days Ago
Fix light typo on vr_lighting Fix warnings on standard shading model Iterate on tiled light builder
Sam
10 Days Ago
Make tile resolution proportional https://i.imgur.com/2knXfUw.png
Sam
10 Days Ago
Treat warnings as errors on shader compilation on internal builds
Sam
11 Days Ago
Remove magic number and reproject view for tiled light builder
Sam
11 Days Ago
Fix glows in Vr while we're at it, still pending rewrite Preliminary support for VR in tiled light builder, include objects
Sam
11 Days Ago
Initial work for VR Instancing for tiled light rendering
Sam
11 Days Ago
Fix spritecard compilation
Sam
12 Days Ago
Fix shader compilation
12 Days Ago
Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps
12 Days Ago
Fix shadow rescaler
Sam
13 Days Ago
Correct box hit algorithm for tiled light builder
Sam
13 Days Ago
Initial work for tiled light sorter Remove constant buffer transform code Fire tiledlightbuilder compute shader on views Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms Evaluate cubemaps and lights on compute shader Allow for struct types in generic buffers in VFX Properly index lighting and envmap info on tiled light buffer https://i.imgur.com/5141J1x.png Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae. Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨 Use 128 lights for clustered instead of 256 Double the perfomance of tiled light build job Pass radius of light to shader so we dont need a sqrt operation on culling Sample shader to visualize tiled rendering Revert "Pass radius of light to shader so we dont need a sqrt operation on culling" This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525. Fix driver crash on Nvidia Fix 'LightSim_MaterialTint has inconsistent value' warning Put tiled code on vr_lighting Much simplify sphere and box intersection tests, add bounding area for nearby tiles Tiled rendering for valve standard shading tiled rendering for envmaps on valve standard shading