Age | Commit message (Collapse) | Author |
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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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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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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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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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settings.
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textures
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to WL).
Remove all refs to now unused calcFragAtmospherics.
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All paths now use the same atmospheric transport calcs.
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Revert fix for 10901 because knock-on is causing other issues.
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can be differentiated in nSight while debugging.
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SL-10966
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Don't re-range density multiplier twice.
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Fix merge error from 6.2.1 EAM merge.
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SL-10967
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Make fullbright transport look closer to normal transport so fullbright objects reflect distance.
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SL-10966
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Fix use of density and distance multipliers in atmospherics to use original pre-EEP range instead of FS expanded range.
Modify additive calc to restore old behavior (probably reverts fix for "lens flare" bug).
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SL-10983 [EEP] Add a search box to the "My Environments" floater
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SL-10988
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Make moon disc image render only if current or previous textures are available.
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