mafiesto4
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92a0a40d16
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Add Global SDF Overdraw debug mode for content optimizations
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2026-05-20 16:20:45 +02:00 |
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mafiesto4
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03126e1840
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Fix missing objects when performing Global Surface Atlas defragmentation after failed insert
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2026-05-19 14:02:35 +02:00 |
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mafiesto4
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b039e3779d
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Fix Global Surface Atlas tiles padding and position precision to have proper stability
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2026-05-12 17:10:02 +02:00 |
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mafiesto4
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0c1af2f243
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Fix various rendering elements with Reversed Z enabled and simplify code
#2684
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2026-05-11 18:26:21 +02:00 |
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mafiesto4
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fb21ffd3be
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Rename FLAX_REVERSE_Z macro to REVERSE_Z
#2684
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2026-05-08 10:52:46 +02:00 |
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mafiesto4
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7127ccda37
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Fix depth bounds in reversed Z
#2684
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2026-05-08 09:02:17 +02:00 |
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mafiesto4
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241441d5b9
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Merge branch 'reverse-z' of https://github.com/HydrogenC/FlaxEngine into HydrogenC-reverse-z
# Conflicts:
# Source/Engine/Graphics/GPUDevice.cpp
# Source/Engine/Graphics/Materials/DeferredMaterialShader.cpp
# Source/Engine/Graphics/Materials/ForwardMaterialShader.cpp
# Source/Engine/Graphics/Materials/TerrainMaterialShader.cpp
# Source/Engine/Renderer/LightPass.cpp
# Source/Engine/Renderer/ReflectionsPass.cpp
# Source/Engine/Renderer/ShadowsPass.cpp
# Source/Shaders/SSR.hlsl
# Source/Shaders/ShadowsSampling.hlsl
# Source/Shaders/Sky.shader
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2026-05-07 19:55:03 +02:00 |
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mafiesto4
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4489f43777
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Add DefaultProbeCubemapFormat to Graphics Settings with option to compress env probe textures
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2026-05-07 18:20:34 +02:00 |
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mafiesto4
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c17a9f653e
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Add minor improvements and adjust 3rd DDGI cascade for better world coverage
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2026-05-07 16:38:15 +02:00 |
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mafiesto4
|
650fa781d3
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Simplify shader code for point/spot lights to use permutations instead
|
2026-05-06 12:59:35 +02:00 |
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mafiesto4
|
9c5daf419b
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Fix default shadow depth bias values and control them based on shadow resolution/quality mix
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2026-05-06 12:39:15 +02:00 |
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mafiesto4
|
9a85ae7142
|
Add soft PCSS shadows on Ultra quality
Add new `SourceAngle` property to Directional light that controls PCSS penumbra size
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2026-05-06 12:37:42 +02:00 |
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mafiesto4
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aac399c6a1
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Add CascadeBlendSize to Directional Light and fix sun shadow fade at distance
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2026-05-04 23:41:00 +02:00 |
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mafiesto4
|
b14c2cfc74
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Optimize Global Surface Atlas full direct lighting redraw to copy whole emissive atlas at once
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2026-05-04 18:11:01 +02:00 |
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mafiesto4
|
cbcfa4013b
|
Add Graphics::MotionVectors::MinObjectScreenSize to skip too small objects from drawing motion vectors
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2026-05-04 17:29:58 +02:00 |
|
mafiesto4
|
429f8e5336
|
Add highlight to Motion Vectors Debug view for better content optimizing
|
2026-05-04 16:43:41 +02:00 |
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mafiesto4
|
6cc0edf0eb
|
Optimize shadows and depth rendering with instancing support for transparent shaders
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2026-05-04 15:12:40 +02:00 |
|
mafiesto4
|
f7d8f36add
|
Optimize draw calls batching and instancing with better sort keys generation and processing
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2026-05-04 12:34:29 +02:00 |
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mafiesto4
|
2e98300693
|
Add minor changes
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2026-05-04 08:47:21 +02:00 |
|
mafiesto4
|
83de99877c
|
Fix directional light cascaded shadow maps rendering stability
|
2026-05-04 08:46:43 +02:00 |
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mafiesto4
|
24675ace93
|
Refactor Temporal Anti-Aliasing shader to have less ghosting and quality scalability
Fix lots of ghosting artifacts.
Fix aliasing on small cables/lines during camera movement.
Add scalability via AA Quality setting for TAA.
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2026-04-30 17:58:19 +02:00 |
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mafiesto4
|
0aecb35ab1
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Fix Global Surface Atlas rasterization of objects with negative scale
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2026-04-29 18:34:14 +02:00 |
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mafiesto4
|
c4bb39aeac
|
Improve Global Surface Atlas objects dirtying limit to pick the largers objects first
|
2026-04-29 17:52:51 +02:00 |
|
mafiesto4
|
61431a6400
|
Optimize Global Surface Atlas defragmentation with copying old atlas to avoid redrawing all objects
|
2026-04-29 17:19:40 +02:00 |
|
mafiesto4
|
d4da1d80d0
|
Optimize Global Surface Atlas with object draws limit per frame
|
2026-04-29 17:05:17 +02:00 |
|
mafiesto4
|
3bede1d6bc
|
Optimize Global Surface Atlas updates distribution for subobjects (eg. foliage instances)
|
2026-04-28 22:21:38 +02:00 |
|
mafiesto4
|
ce4ad8aa71
|
Optimize RendererAllocation by reducing fragmentation with operating on power-of-2 blocks
|
2026-04-28 21:55:52 +02:00 |
|
mafiesto4
|
578af12f2b
|
Optimize Global Surface Atlas objects to cache shader data
|
2026-04-28 20:18:18 +02:00 |
|
mafiesto4
|
442cb8f2dd
|
Minor improvements
|
2026-04-28 00:25:31 +02:00 |
|
mafiesto4
|
4fd7f51fdf
|
Optimize LightmapUVs to be stored already as Half4 to avoid runtime conversions during rendering
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2026-04-27 21:53:11 +02:00 |
|
mafiesto4
|
b201897ae6
|
Optimize foliage serialization by batching instance data, performing quantization, and LZ4 compression
Cuts down foliage data size by over 50% and improves load times.
|
2026-04-27 14:30:19 +02:00 |
|
mafiesto4
|
84b53bb9c8
|
Optimize various rendering effects with GPUDrawPass
|
2026-04-23 14:30:02 +02:00 |
|
mafiesto4
|
f41d01f4a9
|
Optimize Vulkan render passes with a new GPUDrawPass to manually control attachment operations in higher-level API
|
2026-04-23 10:18:13 +02:00 |
|
mafiesto4
|
df059f79c7
|
Optimize out loading texture DefaultLensDirt if it's not needed
|
2026-04-22 16:53:08 +02:00 |
|
mafiesto4
|
1f5fcdc7c7
|
Fix crash when running with D3D10
|
2026-04-16 15:46:24 +02:00 |
|
mafiesto4
|
5b7af2e10c
|
Various fixes and improvements
|
2026-04-14 16:00:53 +02:00 |
|
mafiesto4
|
8ff1c4856e
|
Fix Chromatic Distortion to be based on 1080p res as reference to resolution-independent
|
2026-04-08 22:46:53 +02:00 |
|
mafiesto4
|
76fbeba67a
|
Fox NoPostFx debug view when using Linear Color Space
|
2026-04-07 12:01:45 +02:00 |
|
mafiesto4
|
862fc69460
|
Fix GBuffer debug view when using Lienar Color Space
|
2026-04-07 11:51:20 +02:00 |
|
mafiesto4
|
e501d10ac1
|
Add Start Distance to volumetric fog to match Exponential Fog more
|
2026-04-07 11:36:51 +02:00 |
|
mafiesto4
|
5e894ea45c
|
Fix Volumetric Fog to reset when not rendered for some time
|
2026-04-03 12:46:06 +02:00 |
|
mafiesto4
|
d48d40fc41
|
Fix black fog bug on transparency when Volumetric Fog is disabled
|
2026-04-03 12:43:15 +02:00 |
|
mafiesto4
|
121ef2f244
|
Fix SSR mixing bug regression
|
2026-04-03 11:28:22 +02:00 |
|
mafiesto4
|
2fc95bdf57
|
Merge remote-tracking branch 'origin/master' into 1.12
# Conflicts:
# Content/Editor/MaterialTemplates/Deformable.shader
# Flax.flaxproj
# Source/Engine/Content/Content.h
# Source/Engine/Serialization/JsonTools.cpp
|
2026-04-01 17:14:21 +02:00 |
|
mafiesto4
|
8b383d4dbe
|
Fix regression on Large Worlds build and bunch of warnings
|
2026-03-30 23:50:03 +02:00 |
|
mafiesto4
|
bb2ee7260f
|
Optimize code in draw calls batching for shadow
|
2026-03-27 17:59:25 +01:00 |
|
mafiesto4
|
6d433d4ef7
|
Add normalization to Reflections debug view to be usable in HDR scenes
|
2026-03-26 19:16:16 +01:00 |
|
mafiesto4
|
ce5dd6bc16
|
Fix render image output flags when UAV is not supported
|
2026-03-24 17:00:26 +01:00 |
|
mafiesto4
|
4d5bf4ec0c
|
Fix SSR with HiZ on WebGPU on Android device when R32_Float cannnot be sampled
|
2026-03-24 00:26:47 +01:00 |
|
mafiesto4
|
3baec506e2
|
Optimize various initial pre-allocs to happen within memory tracing
|
2026-03-23 18:25:05 +01:00 |
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