Age | Commit message (Collapse) | Author |
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First pass of Screen Space Reflections
Approved-by: Dave Parks
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deferred shaders. Move reflection probe shaders to class3 and restore class2 shaders to non-reflection probe versions.
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overhead from reflection map renders. Add parallax correction and support for multiple reflection maps.
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for lack of angular attenuation on ambient lighting on triangles facing away from sun.
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deferred. Don't make terrain fullbright under water.
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This keeps ambient from getting overblown and better matches environment lighting with ALM on/off.
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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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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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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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Revert fix for SL_11406 causing regression of SL-11041
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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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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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Tweak application of ambient in deferred soften light for class1/2
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Fix handling of ambient (was getting reset to 1,1,1,1 unintentionally).
Modify shaders to balance ambient across render modes again.
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Modify ambient handling and forward projector lighting again to stamp out alpha fires.
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light contributions
(engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish
those tasks as required by each render mode).
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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 new spec response to better match old gloss response curve.
Tuned at 255, 192, 160, 128, 64, and 32 glossiness.
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Reduce spec bloom further.
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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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Restore old sun matrix gen code.
Make sky use correct colorspace.
Make sunlight color the CPU-generated WL color when not using atmo shaders or deferred (helps 11107).
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Fix diffuse boost in deferred lighting to match non-deferred.
Make class2 soften not clamp shadow color to incoming alpha (make shadows appear on terrain underwater).
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Remove ambient term clamping to get less dark shadows where we want less dark shadows in ALM.
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Tamp down bloom so we don't have to redo ten thousand gloss maps.
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Make alpha shader apply vert color everywhere.
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