Age | Commit message (Collapse) | Author |
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The un-water-fogged gap area was rendering while we were still above water, but the water surface was being near culled.
I've re-enabled preculling water objects (which also fixes issues with water culling vs spinning the camera) and it seems to behave correctly.
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Fix faullbright/emissive problems.
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Fix diffuse boost when water fog is enabled and make deferred underwater shader participate in EEP/WL param updates by marking it as a water shader.
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Restore code to stomp emissive in the absence of a normal map (to avoid fullbright implying full emissive).
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Modify altitude blend factor in cloud shaders to fade more aggressively and fix cloud rendering artifacts when at altitude.
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Reduce effect of refScale again to eliminate sampling beyond the correct area in the distortion map and getting the water fog color on the shoreline.
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Remove all references to unused shader var global_gamma.
Remove many unused decls for gamma from shaders.
Make post-deferred gamma correction use display_gamma.
Make setting display_gamma use the correct RenderDeferredDisplayGamma setting.
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Make fullbright rigged objects with alpha mode none use fullbright shader instead of incorrectly using the material shader.
Increase effect of variance in cloud shaders.
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Modified windlight shader to remove adjustment to glow.z
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Make avatar alpha shader ignore vertex color again.
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Make shadowAlphaMask shader ignore vertex alpha before discards iff we're a fullbright object.
Keep llappearance from stuffing dangling pointers into the alpha cache (crash iff you're using nSight debugging and disable readbacks).
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Fix glow calcs in sky shaders (not just the not shared enough atmospherics funcs).
Revert 10625 attempted fix as it breaks baggy clothes as much as skipping readbacks does.
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Make sun additive contribition depend on facing the sun (without breaking fog).
Put back scaling factor keeping sun contrib from blowing out with new FS param range for glow.
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Make class1/environment and class1/deferred water match.
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Fix materialF including debug force to linear color and re-add logic
to stomp emissiveness when normals are not present unless explicitly requested via diffuse alpha mode.
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Fix emissives without normal maps clobbering the alpha output in materialF.
Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid).
Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom.
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Make alpha shader include vertex color modulation in both srgb and linear flavors.
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Fixed downscaling of the refscale passed in from WL in the water shader.
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Make fullbright alpha test use correct handling when mask cutoff == 0.
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like non-ALM.
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Take out angular atten on additive too.
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Remove spec killing additive fix for 1491 to unbreak fog.
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Modify method for nerfing additive on terrain so it doesn't trip up deferred lighting and make light artifacts.
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Make ALM use of non-ALM water rendering for refraction map light differently than non-ALM use of same.
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Make underwater terrain shader mult vert lighting.
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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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Nerf backfacing additive in ALM to prevent lens flares when facing away from sun.
Use hack in spec gbuffer alpha to nerf additive only on terrain (leaves additive glare for sunsets on water).
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Remove use of distance multiplier from sky shaders (but leave in the atmospherics helpers).
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Fix class2/windlight clouds.
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Make class1 sky use pre-projection pos to get proper distances for attenuation.
Make all sky shaders use the dist_mul again.
Revert to using old sky tessellation logic (may regress bugs addressed by new tess code).
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Make genDrawInfo pay more attention to faces with 100% transparency that are not invisiprims.
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Fix alpha output of fullbright deferred materials objects.
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Made pointLightF use correct colorspace as multiPoint already was.
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Revert fix for SL_11406 causing regression of SL-11041
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Remove ambiance handling from alpha and blended materials objects for now.
Still too many setups where they get blown out due to attenuation mismatches with deferred.
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Move vert alpha multiply back before discard tests to fix object transparency only object shadow casting.
Very likely re-breaks SL_11051 making fullbright alpha mask objects not cast when they should (due to broken vertex alpha...).
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Fix incorrect diffuse handling in class1 softenLight from contrib.
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Fix culling on Low+ water reflection pass.
Make Mid+ / High use class1 deferred sky again (no rainbows, but faster!).
Fix setting of cloud color for deferred sky/cloud shaders.
Put water reflections back in wrong colorspace for consistency with release.
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Modify culling logic to exclude objects correctly in < Mid graphics.
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Make fullbright alpha mask with mask cutoff == 0 not generate shadows.
Adjust handling of ambient across forward and deferred again.
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More tweaking ambient light.
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Use color channel for trees instead of shenanigans to get proper diffuse colors to shaders.
Remove fudge factors on density modifier in class1 sky.
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Clamp fog distance multiplier to >= 0.05 and adjust min range on control as well.
Make sky shaders use dist mul consistently.
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Fix handling of objects with object transparency by diffuse alpha mode none
and replace discard test to allow diffuse mode alpha blend objects to not falsely cast shadows.
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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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Tweak application of ambient in deferred soften light for class1/2
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Make materials apply vertex color to both linear and srgb versions of diffuse color.
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