Major Update! This brings about alot of new shaders and other backend/stability improvements. Importantly the setup process with the injector is now fully automated (no more manual shader searching)
Change Log
- Automatic Shader Discovery (both using hash, and bytecode analysis) for simplified user setup.
- RenderDoc integration
- Reworked Shader packages and UI
- Extended Logging Information
- Async Mod Compatability Improvements (0.6.2b or newer)
- Stability Improvements to Backend
- New Shader "SSR": Rough/Glossy Reflection Support, Extended Range/Coverage, Corrected Reflection Vectors
- New Shader "SampleGI": Reprojected Ambient Cube Irradiance to Spherical Harmonics. Improved Radiance by deconvolving irradiance coeffiecents, added dominant direction specular highlight, Corrected Reflection Vectors.
- New Shader "ReflectionEnvironment": Added Screen-Space-Ground-Truth-Visibility-Bitmask AO/GI (disabled by default). Various specular occlusion enhancements and reworks, Corrected Reflection Vectors.
- New Shader "PostProcessFog": No changes, but support in future for potential tweaks.
- New Shader "PostProcessFinal": Added Experimental Adaptive Exposure (disabled by default), new Tonemaps, reworked bloom, and various wired up controls for image adjustments.
- New Shader "OceanA": Increased Wave Scale/Normal, Stronger Refraction, Chromatic Dispersion, Depth Blur, Specular Occlusion, Corrected Reflection Vectors.
- New Shader "WaterA": Increased Wave Scale/Normal, Stronger Refraction, Chromatic Dispersion, Depth Blur, Specular Occlusion, Corrected Reflection Vectors.
- New Shader "WaterB": Increased Wave Scale/Normal, Stronger Refraction, Chromatic Dispersion, Depth Blur, Specular Occlusion, Corrected Reflection Vectors.
- Shader Improvements "DirectionalLight": Improvements to contact shadowing algorithim to reduce artifacting and false occlusion issues, thickness heuristic improvements.
- Shader Improvements "LocalLight": Support for IES Variant, improvements to contact shadowing algorithim to reduce artifacting and false occlusion issues, thickness heuristic improvements.
- Supported shader hashes from game versions 1.000 to 1.005
- Also tested/verified on all game versions
- IMPORTANT NOTE 1: The SSGI Ambient Occlusion (AO) and Global Illumination (GI) are disabled by default for various reasons. While in my own sessions the impact was small and managable, it scales poorly with higher resolutions and also the current implementation has no filtering (lots of noise). You can enable it easily if you want the best visual results that are featured in screenshots/videos. In the future these effects will become more optimized and cleaner.
- IMPORTANT NOTE 2: Auto Exposure is disabled by default. The effect is experimental and it's current implementation (while it works) is flicker-prone, and very performance intensive. Just like the SSGI the impact in my sessions was small and managable, it scales poorly with higher resolutions. Again you can enable it easily if you want the benefits of a balanced exposure through gameplay. In the future this effect will become more optimized and stable.
I will share a configuration guide shortly to match the visual output featured in videos/screenshots I put out.