Age | Commit message (Collapse) | Author |
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the right
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Take another pass at fixing up refraction map culling across render modes.
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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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(10625 guess).
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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 rotated lightnorm directly in water shader instead of forcing all shaders marked as water (including lighting) to get that norm
(where it would only affect Mid as only that graphics mode has atmospherics on but isn't using deferred rendering).
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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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left-clicking on the 'Sky Altitudes'
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Force update of water fog color shader uniform to fix low/low+ application of water fog.
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Nerf moisture and ice levels iff there's no sun or moon to generate light to refract.
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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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Make culling ignore the geo from the spotlight rendering a shadowmap.
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ship ritual.
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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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Make tex cache not check size logic while performing validation.
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Fix underwater water fog density modifier being used when not underwater.
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Make underwater modifier not applied when not underwater.
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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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SL-11279 and SL-11273 fixes
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be changed while a keyframe is selected.
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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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