Age | Commit message (Collapse) | Author |
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Group-related costs and limits via benefits.
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Remedy cloud_shadow and hack halving being done twice to ambient in some cases (i.e. artificial dimunition of necessary bullshit factor).
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Fix false alarming sky updates and doing expensive CPU work for same sky pixels.
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Remove color clamping in determining sun diffuse and moonlight diffuse color from atmo settings.
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Make default direction when neither sun nor moon are up straight down instead of noon.
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Make LLSettingsSky::gammaCorrect work like the soft scale clip and gamma correct from release.
Add transmittance effects to the low-end sky tex gen.
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Remove update threshold logic causing hiccups and rework sky updates.
Make deferred water do double transport again to match non-ALM rendering more closely.
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Modify env settings blender to not skip.
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Fix light atten and transmittance calcs breaking ambient color contrib to fog.
Needs to be tested on DRTSIM-415 or better to get legacy viewer settings that match EEP.
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Modify ambient handling and forward projector lighting again to stamp out alpha fires.
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Fix ambient light inputs to the renderer.
Fix 3rd sky shader w/ mistaken density mod conversion.
Make ambient clamp apply to all modes.
Tune ALM ambient clamp to match non-ALM.
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Modify calc of sunlight to avoid clipping in gamma correct on values outside 0-1 range.
Modify shaders to put back ambient clamp tuned to be close to ambient contrib in low/mid lighting.
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Re-fix sun/moon glow factor and make it depend on moon brightness.
Make cloud shaders use sunlight color exclusively for consistency when moon is up or down.
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Gave clouds the Bob Ross treatment.
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Fix sun/moon glow factor bustage.
Make darkness an option.
Fix moon fade shader logic getting confused when sun was below horizon.
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Modify is sun up logic to exclude condition of moon.
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Fix handling of 1/light_y when y was tiny but getting even tinier.
Add similar adjustment to shader version of same calc.
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about it).
Make a distinct class3/lighting/lightV which boosts to WL levels (* 2.0)
and make lighting without WL atmo enabled use class 2 or below.
Make forward shaders (alpha and materialF with alpha-blend mode on) more consistent with deferred lighting.
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settings.
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Fix conversion of star brightness, density mult, and distance mult to legacy ranges.
Make settings look in both legacyhaze and top-level settings for haze params.
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Make moon brightness env setting affect moon diffuse/ambient color combo so it affects in-world lighting.
Adjust how the moon brightness affects the moon disc texture rendering (washes out less).
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Make moonlight darker and slightly bluish for scotopic feel when moon is primary.
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can set uniforms for shaders along with other light params.
Fix atten calcs to not use abs val.
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Don't step on SUNLIGHT_COLOR uniform w/ syncLightState competing set.
Put drawpool alpha render loop lighting setup changes as they were
(this will give back some performance and possibly require reopening 10566).
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Removed refs to LAPAS. Better sync with legacy regions.
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SL-10181, SL-10546
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Fix distortion map rendering in deferred mode not including underwater fog effects.
Fix distortion map rendering not including post-deferred content at all.
Fix distortion map rendering not including anything but sky when camera is underwater.
Update sun_up_factor/sunmoon_glow_factor uniforms even when sun disc isn't in use.
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day instance (DayInjection) Montitors underlying environments and switches the sources as needed.
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Use brighter moon texture for both default and blank moon texture ids in picker.
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