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feat: sh skylighting, fixes and cleanup #334
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doodlum
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Jul 9, 2024
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- dynamic cubemaps are now about 16 times faster.
- skylighting is done in prepass and higher quality, using spherical harmonics.
- wetness occlusion is part of skylighting.
- fixed black LOD.
- disabled VRS by default .
- fixed seams related to wetness.
- disabled ambient pass unless using SSGI, to improve performance. this will likely be removed entirely after the merge.
- much faster skylighting occlusion map rendering, on a timer.
- improved skylighting tree rendering to be less dark.
- low quality depth map from terrain blending used to improve performance on multiple features.
- fixed dynamic cubemap feedback loop.
- GetTemporal() utility function
- wetness fixes so it doesn't render under roofs
chore: convolve and ZH3 hallucination for diffuse skylighiting
fix: fix AE support
feat: adjustments to improve dynamic cubemaps after quality reduction
features/Dynamic Cubemaps/Shaders/DynamicCubemaps/InferCubemapCS.hlsl
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half2(-0.81409955, 0.91437590), | ||
half2(0.19984126, 0.78641367), | ||
half2(0.14383161, -0.14100790) | ||
float2 PoissonDisc[] = { |
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Where are these values from?
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https://www.asawicki.info/download.php5?x=Productions%2FApplications%2FPoissonDiscGenerator
Update 2023-11: As my colleague pointed out, taking only a small number of first samples (e.g. 16) from the array I generated doesn't make a good uniform distribution across the surface, so for that, I recommend to use some other method (e.g. samples from a grid + random jitter) or make your own implementation of this idea of "progressive Poisson Disc".
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Whoops. I think we can look into this after the merge.
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also, can probably put the [-1,1] values in the array rather than remapping it in code.
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Yeah. When it was 16 elements it was annoying to do that by hand. 4 is easier.