Age | Commit message (Collapse) | Author |
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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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people leave these enabled and forget).
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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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Remove tweaks to combine cascade results.
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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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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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shaders resp.
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Restore 1.0 alpha to prevent atmo being applied directly to water.
Fix broken shadow frust generation.
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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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