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feat: static branching instead of macros #109
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doodlum
commented
Sep 24, 2023
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- Only touches Lighting.hlsl and Water.hlsl because only those have a permutation problem right now.
- Could reduce techniques further by checking for the improved snow shader, and modifying techniques as well as flags (50% smaller or more, with those changes on Lighting.hlsl)
- Need to review performance changes. So far seems to be negligible ( < 0.05 ms )
chore: sync with dev
…community-shaders into static-branching
…community-shaders into static-branching
…community-shaders into static-branching
…community-shaders into static-branching
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alandtse
approved these changes
Sep 25, 2023
alandtse
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Sep 25, 2023
Fixes issue from doodlum#109
alandtse
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Sep 25, 2023
Fixes issue from doodlum#109
doodlum
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Sep 25, 2023
* Early shader work on Rain Wetness Effects * Added some comments * Added the main files. Still need to figure out the last step and work through some bugs. * Got the effect working end-to-end. * No more conflict with LLF. Adding it to feature list for both VR and flat. * Added fade-in / fade-out transitions for the rain effect to only get wet once it has been raining and take some time to dry after it is done raining * Added tooltips to the feature menu * style: 🎨 apply clang-format changes * - IsRaining and IsOutdoors should no longer exist. Only using EnableEffect in the shader. - Moved EnableRainWetnessEffects setting check to the CPU and it skips calculating anything when it is disabled. - Moved the transition easing function to the CPU. * style: 🎨 apply clang-format changes * Bug fixes - Fixed bug in lighting.hlsl where Snow was having the effect applied to it and glowing during rain. - String change in a tooltip * style: 🎨 apply clang-format changes * Updated defaults for specular and diffuse multipliers to have a stronger wetness effect. * Adding back in the snow fix that got undone in the merge. * Added separate settings for effect at night vs during the day * style: 🎨 apply clang-format changes * Moved multiplier calculations to the CPU - Also made min value for Shininess multiplier 0.5 * style: 🎨 apply clang-format changes * Added a safeguard to prevent certain weathers from returning negative transition values. - Updated nighttime defaults * style: 🎨 apply clang-format changes * Bug fix - Finished transition fix for negative precipitationBeginFadeIn values * style: 🎨 apply clang-format changes * fix: fix compilation error in treelod Fixes issue from #109 --------- Co-authored-by: TheRiverwoodModder <TheRiverwoodModder@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@gmail.com> Co-authored-by: alandtse <alandtse@users.noreply.github.com>
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