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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 * 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 (doodlum#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 (doodlum#290) * feat: cloud shadow improvements * feat: cascades for VL * feat: physically based water scattering (doodlum#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 (doodlum#292) * fix: add ssgi dynamic resolution support (doodlum#293) * feat: water shadows * chore: experimental skylighting changes * feat: occlusion map fixes * chore: ssgi improvements (doodlum#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 (doodlum#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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