Age | Commit message (Collapse) | Author |
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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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Deferred spotlights were transitioned srdb->linear in commit 653133b
The lights transition between the deferred and (some other) path at fixed camera
distance, causing a distinct light-level pop. Backing out this change to avoid
the pop. Note to the future: pick a light space at the beginning and stick with it.
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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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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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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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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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Remove use of distance multiplier from sky shaders (but leave in the atmospherics helpers).
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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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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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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 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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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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Limit banding from atmo exp falloff calc.
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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 linear attenuation on forward projector lighting.
Revert setup of falloff to prev code.
Revert deferred water spec and tweak refl/refr blend.
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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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Make haze look more like WL.
Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
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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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Gave clouds the Bob Ross treatment.
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Make alpha shader apply vert color everywhere.
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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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Fix direct light matching across alpha/blended-material/deferred.
Get diffuse lighting to match from Low to Ultra.
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Remove ambient clamp to keep shadows dark.
Partial fix for class 3 ambient term being wrong.
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Don't ignore far z in culling.
Fix Mid lighting being very dark.
Partial fix for broken projectors with forward rendering.
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Consistency across class2/3/ALM lighting.
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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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