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feat: physically based water scattering #291

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merged 6 commits into from
Apr 21, 2024

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@Pentalimbed Pentalimbed commented Apr 21, 2024

+ opacity/transmittance, which is not used but can be toggled. See comments in Water.hlsl.

@doodlum doodlum merged commit 4ced3bb into doodlum:skylighting2 Apr 21, 2024
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doodlum added a commit that referenced this pull request May 28, 2024
* feat: semi-deferred rendering

* refactor: cleanup setting targets

* chore: ae hook

* feat: full albedo, improved snow shader support

* feat: deferred direct and ambient light

* feat: octahedron normal encoding

* fix: increased normal precision

* feat: normal mapping shadows

* feat: blur normal mapping shadows with groupshared

* feat: separated normal mapping shadows pass

* chore: optimised sampling and formats

* chore: further optimisation

* fix: depth distance

* fix: disabling CS ingame

* feat: use alpha channel of render targets

* fix: envmapping with deferred

* fix: output color

* feat: add initial VR support

* feat: moved screenspace shadows to deferred

* fix: fix VR hook for shadowmask (#229)

* chore: screenspace shadows performance tweaks

* feat: wip porting screen shadows to deferred

* feat: bend studios shadows

* feat: naive bilateral blur and optimisations

* Delete FilterCS2.hlsl

* fix: removed unused filtering

* fix: missing ae hook

* feat: fixed double sided mesh shading

* chore: more optimal wave size

* chore: halve kernel radius for performance

* chore: revise shadow settings

* chore: optimisations, cleanup and moved NMS out of Bindings

* chore: removed dirlight shadows from deferred

* fix: black horizon

* chore: cleanup cleaning up of bindings

* chore: optimised blur + fixes

* chore: optimise normal mapping shadows

* fix: black grass

* fix: tree lod normals

* fix: vegetation detection

* fix: ignore first-person

* chore: adjust default shadows settings

* fix: multi-layer parallax deferred

* feat: add ssgi and terrain occlusion (#255)

* build: fix compilation errors in terrainocclusion (#256)

* style: 🎨 apply clang-format changes

* fix: fix warning `Ternary error with non scalar` (#262)

* refactor: simplify VR code and structures (#261)

* revert: "fix: fix warning `Ternary error with non scalar`" (#265)

* fix: fix compilation errors

* refactor: use state version of render members

* fix: convert Albedo to Diffuse

* fix: fix compilation errors

* style: 🎨 apply clang-format changes

* feat: interior directional light

* fix: disable vertex fix on foliage

* fix: compiler warning with SSGI

* style: 🎨 apply clang-format changes

* feat: ported SSS to deferred

* style: 🎨 apply clang-format changes

* fix: consistent padding in shaders for older cards

* fix: foliage shadows

* style: 🎨 apply clang-format changes

* chore: update to latest CLIB-NG

* feat: variable rate shading (#270)

* feat: variable rate shading with nvapi extensions

* feat: FFR test

* feat: adaptive rate shading

* feat: motion VRS

* feat: finalising VRS

* style: 🎨 apply clang-format changes

* fix: VRS merge

* fix: fix vrs merge

* fix: foliage mask

* style: 🎨 apply clang-format changes

* fix: black tree LOD

* style: 🎨 apply clang-format changes

* fix: disable VRS on water

* fix: fix common VR includes

* refactor: Rename newly added hlsl without entry to hlsli

* fix: depth linearisation

* chore: soft shadow as per RDR2

* fix: remove cloud shadows macros from rungrass and distanttree

* fix: use GET_INSTANCE_MEMBER macro to get proper state runtime

* chore: rename to deferred, VRS in interiors only

* style: 🎨 apply clang-format changes

* fix: SSS blur direction

* chore: reduce VRS threshold

* chore: removed tree LOD lighting feature

* feat: port deferred DistantTree to VR

* feat: add deferred screen space shadows for VR

* fix: check for compute shader file existence (#280)

* fix: undo delete of ComputeShadingRate.hlsl

* fix: add back GetScreenDepth to RaymarchCS

* feat: grass lighting deferred support

* style: 🎨 apply clang-format changes

* feat: screenspace shadow VR support

* style: 🎨 apply clang-format changes

* fix: shader errors and warnings

* feat: effect shader deferred support

* style: 🎨 apply clang-format changes

* fix: effect shader compile issue

* feat: skylighting

* chore: blue noise attempt

* feat: spatiotemporal blue noise

* feat: cascades for skylighting

* chore: performance improvements

* feat: optimised PCF + cascade fix for skylighting

* fix: effect shader compile error

* feat: spatial filter for ssgi (#288)

* feat: bring back normal disocclusion

* feat: added spatial denoiser (blur)

* fix: correct frame accumulation

* feat: blur with geometry and normal weights

* feat: water VL and shadows

* fix: water vl raymarch (#290)

* feat: cloud shadow improvements

* feat: cascades for VL

* feat: physically based water scattering (#291)

* feat: physically based water scattering and opacity

* feat: clamping march distance

* chore: parameter tweaks

* chore: return to vanilla blending

* feat: add refraction to water vl

* chore: remove debug lines

* fix: refractionScreenPosition undefined (#292)

* fix: add ssgi dynamic resolution support (#293)

* feat: water shadows

* chore: experimental skylighting changes

* feat: occlusion map fixes

* chore: ssgi improvements (#295)

* fix: fix compilation error for upsample

* fix: fix VR terrain occlusion

* feat: enable TerrainOcclusion for VR

* fix: fix missing defines for cloudshadows

* fix: fix VR uv conversion in cloudshadows

* feat: enable utility shader in VR

* feat: add shadercache developer improvements (#302)

* feat: deferred dynamic cubemaps

* style: 🎨 apply clang-format changes

* refactor: use menu buffer viewer macros

* docs: add shader warnings to debug logs

* fix: fix VR ShadowData structures

* fix: fix utility ShadowMapProj for SHADOWMASKS

Fixes structure for RENDER_SHADOWMASKSPOT, RENDER_SHADOWMASKPB, and
RENDER_SHADOWMASKDPB.

* chore: swap between precipitation and skylighting rendering

* fix: occlusion when raining

* chore: cleanup unused code

* chore: optimised skylighting sampling

* chore: skylighting reflection improvements

* fix: rain particles

* chore: tweaked default shadow settings

* chore: disable water VL until it is fixed

* chore: improved grass shading

* chore: skylighting AE addresses

* chore: added missing ae addresses

* chore: occlusion toggle

* style: 🎨 apply clang-format changes

* chore: shadow and SSGI fixes

* style: 🎨 apply clang-format changes

* chore: adjusted grass sss texture

* fix: VR skylighting changes

* style: 🎨 apply clang-format changes

* chore: corrected regressions to deferredcomposite

* chore: non-deferred decals testing code

* chore: disabled bUse64bitsHDRRenderTargets automatically

* chore: skylighting shader fixes

* style: 🎨 apply clang-format changes

* chore: cleaned up lighting.hlsl

* fix: deferred sky with cloud shadows

* style: 🎨 apply clang-format changes

* chore: cleanup redundant cloud shadows code

* fix: black grass

* feat: parallax shadow mask and optimisations

* style: 🎨 apply clang-format changes

* feat: fix for objects glowing in shadow

* chore: optimisations

* style: 🎨 apply clang-format changes

* refactor: removed UtilityShaderFlags from State

* feat: skylighting for trees

* style: 🎨 apply clang-format changes

---------

Co-authored-by: Alan Tse <alandtse@gmail.com>
Co-authored-by: Alan Tse <alandtse@users.noreply.github.com>
Co-authored-by: C. S <76898260+Pentalimbed@users.noreply.github.com>
Co-authored-by: doodlum <doodlum@users.noreply.github.com>
Co-authored-by: Pentalimbed <pentalimbed@gmail.com>
Co-authored-by: FlayaN <hannes.feldt@gmail.com>
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2 participants