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chore: sync with dev #299
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chore: sync with dev #299
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* 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 (doodlum#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 (doodlum#255) * build: fix compilation errors in terrainocclusion (doodlum#256) * style: 🎨 apply clang-format changes * fix: fix warning `Ternary error with non scalar` (doodlum#262) * refactor: simplify VR code and structures (doodlum#261) * revert: "fix: fix warning `Ternary error with non scalar`" (doodlum#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 (doodlum#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 (doodlum#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 * style: 🎨 apply clang-format changes * chore: fix hlsl warnings * fix: add hlsl include guards * chore: match alphatest naming * feat: re effect for VR * feat: re effect shader for VR (doodlum#286) * chore: fix hlsl warnings * fix: add hlsl include guards * chore: match alphatest naming * feat: re effect for VR * chore: minor changes (doodlum#287) * chore: comment changes * chore: terraocc logic in common header for future forward integration * fix: fix compilation errors * feat: re effect for VR * Merge branch 'dev' of https://github.com/doodlum/skyrim-community-shaders into deferred-shadows * fix: fix VR normal space shadows * chore: correct parameter description * build: bump commonlibng --------- Co-authored-by: Tim <15017472+doodlum@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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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 (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 (feat: add ssgi and terrain occlusion #255)
build: fix compilation errors in terrainocclusion (build: fix compilation errors in terrainocclusion #256)
style: 🎨 apply clang-format changes
fix: fix warning
Ternary error with non scalar
(fix: fix warningTernary error with non scalar
#262)refactor: simplify VR code and structures (refactor: simplify VR code and structures #261)
revert: "fix: fix warning
Ternary error with non scalar
" (revert: "fix: fix warningTernary 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 (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 (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
style: 🎨 apply clang-format changes
chore: fix hlsl warnings
fix: add hlsl include guards
chore: match alphatest naming
feat: re effect for VR
feat: re effect shader for VR (feat: re effect shader for VR #286)
chore: fix hlsl warnings
fix: add hlsl include guards
chore: match alphatest naming
feat: re effect for VR
chore: minor changes (chore: minor changes #287)
chore: comment changes
chore: terraocc logic in common header for future forward integration
fix: fix compilation errors
feat: re effect for VR
Merge branch 'dev' of https://github.com/doodlum/skyrim-community-shaders into deferred-shadows
fix: fix VR normal space shadows
chore: correct parameter description
build: bump commonlibng
Co-authored-by: Tim 15017472+doodlum@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