Age | Commit message (Collapse) | Author |
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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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Tweak DistortionWaterClipPlaneMargin (1.0001 -> 1.0125) to mask edges of objects in water disortion map.
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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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SL-11087, SL-11086, SL-11092, SL-11075, SL-11070, SL-11090, SL-11085
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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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SL-10856, SL-11071
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Make sun disc and moon shaders use sRGB hardware tex sampling.
Remove sun disc shader use of fullbright transport (fogging).
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Remove ambient clamp to keep shadows dark.
Partial fix for class 3 ambient term being wrong.
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SL-11020
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Make terrain rendering re-assert wrapped tex sampling modes so shared
texture doesn't get that state stomped by other tex users.
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is selected
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Modify is sun up logic to exclude condition of moon.
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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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the lighting pipe.
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Consistency across class2/3/ALM lighting.
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Remove shader change to reduce additive to combat SL1491 as it also kills additive from foggy settings.
Zero out all cached hardware light colors causing uninit fun with class3 lighting.
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Put ambient clamp threshold back for lighter shadows but closer match to release lighting.
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spot behavior.
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we're underwater or not.
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Fix alpha tests in alpha mask shadow shader to not include potentially incorrect vert color alpha in decision.
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Fix handling of 1/light_y when y was tiny but getting even tinier.
Add similar adjustment to shader version of same calc.
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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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Fix incorrect discard on fullbrights w/ alpha mask and cutoff > 1.
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SL-10901, SL-10946
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Limit influence of refraction scale to avoid pulling in lots of background 'deep blue' pixels never written in the distortion map pass.
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Bias shadow sampling and allow control of how dark shadows are (clamped ambient).
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Fix flicker even in no shadow ALM from pow on final_da.
Shadow acne at Midday still present.
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SL-1491
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Modify handling of additive to make extreme range of glow focus/size safe from lens flare artifacts.
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SL-10996, SL-10997, SL-10970, SL-10967, SL-10856
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Restore light sum loops to fix broken ambient.
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