Age | Commit message (Collapse) | Author |
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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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Modify env settings blender to not skip.
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Make intel throttle the CPU with sleeps in all cases and fix calc of microsec frame time.
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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 the ugly band of fog color at the horizon in Low/Low+ entirely.
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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 alpha pass start with no shader bound.
Make diffuse mode alpha-blended fullbrights get into alpha pass properly.
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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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is not selected.
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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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SL-11238, SL-11337
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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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SL-11343
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Make materials apply vertex color to both linear and srgb versions of diffuse color.
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Fix callsites missed for func w/ changed signature.
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