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  1. Oct 11, 2023
  2. Sep 11, 2023
  3. Aug 22, 2023
  4. Jun 01, 2023
    • David Parks's avatar
      DRTVWR-559 Revert skies to be very close to release and disable tone mapping... · 50ec5483
      David Parks authored
      DRTVWR-559 Revert skies to be very close to release and disable tone mapping when probe ambiance is zero.
      
      Hack for desaturating legacy materials has been removed for performance and quality reasons.
      
      Adds a new setting for auto adjusting legacy skies.  This is the PBR "opt out" button.  If disabled, legacy skies will disable tonemapping, automatic probe ambiance, and HDR/exposure.  If enabled, legacy skies will behave as if probe ambiance and HDR scale are 1.0, and ambient will be cut in half.  
      
      HDR scale will act as a sky brightener, but will automatically adjust dynamic exposure so the sky will be properly exposed.  If you want relatively even exposure all the time, set HDR Scale to 1.0.  If you want a high range of exposures between indoor/dark areas and outdoor/bright areas, increase HDR Scale.
      
      Also tuned up SSAO (thanks Rye!).
      
      Reviewed with Brad.
      Unverified
      50ec5483
  5. Apr 14, 2023
  6. Apr 11, 2023
  7. Apr 06, 2023
  8. Apr 04, 2023
  9. Mar 30, 2023
  10. Mar 29, 2023
  11. Mar 28, 2023
  12. Mar 07, 2023
  13. Mar 02, 2023
  14. Feb 03, 2023
  15. Jan 30, 2023
    • David Parks's avatar
      SL-19015 Bump probe resolution back to 256 by default (drop to 128 if vram <... · 10b8dcc4
      David Parks authored
      SL-19015 Bump probe resolution back to 256 by default (drop to 128 if vram < 2GB), remove irradiance map feedback loop (one bounce, but but more stable and allows for much brighter first bounce), make sky contribution to irradiance not tint the world blue.  Make irradiance that appears in radiance maps match world irradiance.
      10b8dcc4
  16. Oct 11, 2022
  17. Sep 30, 2022
  18. Sep 29, 2022
  19. Sep 28, 2022
  20. Jul 08, 2022
  21. Sep 16, 2020
  22. Sep 02, 2020
  23. Aug 21, 2020
  24. Jul 02, 2020
  25. Jul 01, 2020
  26. Mar 05, 2020
  27. Sep 09, 2019
    • Graham Linden's avatar
      SL-1144 · 872d8252
      Graham Linden authored
      The un-water-fogged gap area was rendering while we were still above water, but the water surface was being near culled.
      
      I've re-enabled preculling water objects (which also fixes issues with water culling vs spinning the camera) and it seems to behave correctly.
      872d8252
  28. Jul 23, 2019
    • Graham Linden's avatar
      SL-11621 · b507d635
      Graham Linden authored
      Remove all references to unused shader var global_gamma.
      
      Remove many unused decls for gamma from shaders.
      
      Make post-deferred gamma correction use display_gamma.
      
      Make setting display_gamma use the correct RenderDeferredDisplayGamma setting.
      b507d635
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