Turánszki János
0da0f3b57c
improved stencil composition for renderpath2D
2025-03-20 08:20:45 +01:00
Turánszki János
20c1bb6b19
shader simplifications
2025-02-01 08:21:00 +01:00
Dennis Brakhane
c0cbd84520
offlineshadercompiler: shaderdump no longer implies rebuild ( #1046 )
2025-01-24 07:35:11 +01:00
Turánszki János
010e794de4
removal of unnecessary shader specializations ( #1044 )
2025-01-23 07:56:10 +01:00
Turánszki János
73433bf842
Archive compression ( #1018 )
2025-01-14 12:57:40 +01:00
Dennis Brakhane
9b7e102e05
use Zstd for wiHelper::Compress ( #1012 )
2025-01-12 07:40:12 +01:00
Turánszki János
93b351a727
Shader dump compression
2025-01-11 13:50:25 +01:00
Turánszki János
a9e10580d6
volumetric cloud shadow improvements
2025-01-05 12:11:22 +01:00
Turánszki János
f11486081c
lightmap leaking fixes, optimizations ( #986 )
2024-12-10 09:59:54 +01:00
Turánszki János
52b3c698f4
removal of the pos3D interpolator ( #953 )
2024-10-03 16:42:06 +02:00
Turánszki János
07de5c28c3
decal baking into skinned mesh
2024-09-04 07:27:14 +02:00
Turánszki János
8a3b4fab13
light culling optimizations
2024-08-27 07:57:43 +02:00
Turánszki János
d93698d97e
planar reflection MSAA and some fixes
2024-08-25 12:29:23 +02:00
Turánszki János
f75a692da9
Object rendering with mesh shader ( #923 )
2024-08-15 18:38:16 +02:00
Turánszki János
fb9b8d9fe3
ps5, xbox fixes
2024-07-31 20:54:32 +02:00
Turánszki János
390d31e8fc
Fp16 shader optimizations ( #897 )
2024-07-22 09:32:24 +02:00
Turánszki János
ff0fe12595
Ocean wet maps ( #881 )
2024-07-11 16:40:20 +02:00
Turánszki János
47d2c02e76
raytraced shadow: switched to halfres with upsampling
2024-04-25 08:56:28 +02:00
Turánszki János
7419126ab9
DDGI ray request compaction
2024-04-23 09:10:44 +02:00
Turánszki János
87e9870b50
Virtual texture painting, object-terrain blending ( #824 )
2024-04-19 08:00:19 +02:00
Turánszki János
8643c7bc3b
volumetric light improvements
2024-04-08 17:44:52 +02:00
Turánszki János
23b254726f
ssgi optimization and improvement
2024-04-07 18:12:58 +02:00
Turánszki János
4cfc23eb28
SSGI ( #822 )
2024-04-02 08:45:02 +02:00
Turánszki János
30e7b60acb
trail renderer ( #811 )
2024-03-11 18:01:39 +01:00
Turánszki János
865a20463f
depthonly prepass shader specializations for simpler passes like planar reflection
2024-02-14 19:49:13 +01:00
Turánszki János
57985ed8fe
Path tracing updates ( #800 )
...
effects added to path tracing:
- volumetric clouds
- lens flares
- debug renderers
2024-02-10 16:28:54 +01:00
Turánszki János
53e33b528e
Path tracing depth-stencil copy workaround for Vulkan #726 ( #760 )
2023-10-07 12:58:34 +02:00
Turánszki János
8a20963fff
Playstation 5 fixes ( #733 )
2023-08-19 12:46:56 +02:00
Turánszki János
315b9943cd
Playstation 5 initial support ( #729 )
2023-08-11 08:36:48 +02:00
Turánszki János
79cd98c390
Added support for Xbox Series X|S
2023-08-05 11:56:40 +02:00
Turánszki János
6366812a36
hair particle shadow map support ( #702 )
2023-06-25 11:44:58 +02:00
Turánszki János
d88122e28e
Envmap BC6 compression ( #686 )
2023-05-29 21:56:48 +02:00
Turánszki János
6fd24883c5
added support for BC4 compress, and custom swizzle
2023-05-28 18:29:27 +02:00
Turánszki János
2866b7c949
fixed missing embedded shaders
2023-05-28 12:53:10 +02:00
Turánszki János
2f8a48257c
optimization for hair particle indirect draw argument creation
2023-05-19 21:37:24 +02:00
Turánszki János
a92ee95c2f
tile based postprocess improvements and indirect rendering refactors ( #678 )
2023-05-17 21:11:34 +02:00
Turánszki János
32da5c3b16
Visibility pipeline updates ( #677 )
2023-05-16 09:29:14 +02:00
Turánszki János
9f3c9e58b6
Shadow cascade viewport instancing ( #675 )
2023-05-15 10:10:15 +02:00
Turánszki János
e02ca53f99
GPU Video Decoding ( #661 )
2023-04-29 15:44:06 +02:00
Turánszki János
b02f57d160
shader compiler: strip reflection option ( #648 )
2023-03-18 11:06:41 +01:00
Turánszki János
1c8c5fc249
volumetric clouds: upsampling in pixel shader, reduced memory usage;
...
planar reflection fix for ocean rendering;
2023-02-11 23:07:28 +01:00
Silas Oler
72f8cdb745
Realistic sky improvements ( #636 )
...
* Aerial Perspective implementation
* AP for transparency
* Camera volume LUT blend fix
* Disable transparent shadows for AP
* better and faster upscaling
* temporal occlusion fix
* Refactor and serialization
* Shadows affect sky in high quality
* Shadow toggle and cloud shadow support
* AP for terrain
* serializer fix
* Cloud receive camera volume
* Disable PS and sun capture fix
* fix
* Separated AP from unified sky pass and optimization
* typo
* custom upsample pass for clouds
* fix
* use important light index
* fix
* cloud mask fix; archive version fix;
---------
Co-authored-by: Turánszki János <turanszkij@users.noreply.github.com >
2023-02-11 15:43:39 +01:00
Turánszki János
3e7aa6ea7b
Precomputed wind lut ( #633 )
...
- this improves rendering performance for wind meshes and removes vertex shader permutations for wind
2023-01-29 19:43:45 +01:00
Turánszki János
fb2732e8fd
Voxel GI updates ( #614 )
...
- anisotropic voxelization
- voxel clipmaps
- voxel SDF
- improved voxel volume scrolling, and temporal blending
- improved multi-bounce diffuse
2023-01-04 19:31:54 +01:00
Turánszki János
9a3a1c4e30
updates:
...
- voxel gi fixes
- material basecolor moved to VS
- warning silences from fsr2 and compressonator
2022-12-25 13:11:31 +01:00
Turánszki János
573fef905a
Mesh shader updates ( #606 )
...
- Removed VK_NV_mesh_shader
- Added VK_EXT_mesh_shader
- Added DispatchMeshIndirectCount
- Updated Vulkan headers
- Updated Volk
- Updated DXC
2022-12-13 20:39:12 +01:00
Turánszki János
f1b336b3ed
separated vertex shaders with wind (register usage improvement), shader permutation refactors
2022-12-12 16:22:54 +01:00
Turánszki János
a3b496147c
Procedural talk ( #601 )
2022-12-10 16:30:26 +01:00
Turánszki János
00e4be5a4a
FidelityFX FSR 2.1 ( #597 )
2022-11-26 13:50:27 +01:00
Turánszki János
1ae278dc9b
fluid simulation: replaced grid sorting with binning #120
2022-11-06 11:12:11 +01:00