Age | Commit message (Collapse) | Author |
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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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Adjust atmospheric lighting in frag shader.
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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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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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Make shadow alpha mask shader ignore vert alpha (if it mattered, it'd be blended anyway).
Modify deferred fullbrightF to use same handling of alpha masking as shadows for consistency (esp when mask cutoff == 0).
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Limit banding from atmo exp falloff calc.
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Put back atten for non-ALM lighting that accounts for inverted lin atten setup of yore.
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Modify ambient handling and forward projector lighting again to stamp out alpha fires.
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Modify forward projector lighting to use falloff like the deferred lights.
Make tex cache not evaluate evictions for size during validation passes.
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Tamp down more view-dependent refraction map fail.
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Undo attenuation hacks and balance with deferred path projector lighting.
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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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Make terrain underwater shader not try to light said terrain.
Fix colorspace of reflected color in non-ALM shading.
Tweak transparency of water further.
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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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Fix transport when no_atmo == 1 (HUD rendering) was in play.
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Fix blend between reflected/refracted water maps (make less transparent)
and fix setting of water fog color alpha on low end to better match
prev behavior of setting the internal control value in that case.
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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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Adjust ambient clamp up to get closer match to release viewer for existing content.
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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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More shader tweaks to fullbright transport to get correct coloring while keeping fog fixes.
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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 fullbright colorspace handling and atmo transport.
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Fix alpha mask shadows to mult vert alpha prior to discard tests and obey min alpha settings.
Make shadow/shadowAlphaMask use consistent varying and output.
Also fixes bug with 0% and 1% transparency providing varying different visual results.
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