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chore: release 2024-03-15 #221
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feat: add LLF support to effect and waters shaders
feat: further LLF improvements
* feat: Added Fog wetness, Refactored Rain and Snow logic, Moved MaxWetness to the CPU, and Fixed perPass struct * style: 🎨 apply clang-format changes * Removed snow and fog detection logic * style: 🎨 apply clang-format changes --------- Co-authored-by: TheRiverwoodModder <TheRiverwoodModder@users.noreply.github.com>
Co-authored-by: TheRiverwoodModder <TheRiverwoodModder@users.noreply.github.com>
Co-authored-by: Andersw88 <anders.wikstrom.88@gmail.com> Co-authored-by: FlayaN <FlayaN@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@users.noreply.github.com>
Adds feature where changes to the shader .hlsl files will automatically recompile shaders. Changes to RE::BSShader::Type files in Data\Shaders (e.g., Lighting.hlsl) will result in a type specific recompile. All other modification to hlsl/hlsli files will recompile all files since there isn't a way to detect what may be impacted. closes #205
* feat: wetness + rain splotches * feat: ripples * feat: rain minor turbulence * chores: added raindrop settings * fix: use paused game time; def parameter tweak * Update CommonLibSSE-NG * chore: add chaotic ripple strength, correct normal reorient * feat: add rain occlusion * feat: add toggle for all raindrop fx * feat: add splashes strength option * fix: nullptr dereference of proj matrix, duplicate copyresource * chore: shift raindrop UV by normal * fix: regression in wetness fadeout * chore: increased wetness light intensity * chore: cull dynamic cubemaps by distance * feat: wetness + rain splotches * feat: ripples * feat: rain minor turbulence * chores: added raindrop settings * fix: use paused game time; def parameter tweak * chore: add chaotic ripple strength, correct normal reorient * feat: add rain occlusion * feat: add toggle for all raindrop fx * feat: add splashes strength option * fix: nullptr dereference of proj matrix, duplicate copyresource * chore: shift raindrop UV by normal * fix: regression in wetness fadeout * chore: increased wetness light intensity * fix: splash cutoff, camelCase, grammar error, default settings * fix: added fade in / fade out logic for raindrop fx * chore: move density calculation out of shader * chore: reduce SSS range * feat: only use envbrdrf appoximation * chore: SSS depth attenuation curve * chore: cleanup and fix timers * style: 🎨 apply clang-format changes --------- Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> Co-authored-by: TheRiverwoodModder <125157333+TheRiverwoodModder@users.noreply.github.com> Co-authored-by: Pentalimbed <Pentalimbed@users.noreply.github.com>
* chore: separate raindrop splashe and ripple intervals * style: 🎨 apply clang-format changes --------- Co-authored-by: TheRiverwoodModder <TheRiverwoodModder@users.noreply.github.com>
* fix: add locks to modifiedShaderMap * perf: update source timestamp on first use * style: 🎨 apply clang-format changes
Developer mode is accessed via log level of trace or debug. Shaders must be recompiled to save debug data for renderdoc, etc.
feat: enable shader debug info in developer mode
* feat: revised dynamic cubemaps * chore: dynamic cubemap tweaks * feat: new dynamic cubemap format, fresnel * chore: remove shinydull due to issues with wine bottles * chore: increase cubemap fadeout * chore: fresnel optimisation * chore: tweaked fresnel and eyes * fix: check if in world for contact shadows * style: 🎨 apply clang-format changes --------- Co-authored-by: doodlum <doodlum@users.noreply.github.com>
doodlum
approved these changes
Mar 15, 2024
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