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  1. 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
  2. Feb 03, 2023
  3. Oct 11, 2022
  4. Sep 30, 2022
  5. Sep 28, 2022
  6. Jul 08, 2022
  7. Apr 29, 2021
  8. Apr 12, 2021
  9. Mar 18, 2021
  10. Jan 29, 2021
  11. Sep 16, 2020
  12. Sep 11, 2020
  13. Sep 02, 2020
  14. Aug 21, 2020
  15. Aug 16, 2020
  16. Jul 02, 2020
  17. Jul 01, 2020
  18. Jun 16, 2020
  19. Mar 16, 2020
  20. Mar 05, 2020
  21. 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
  22. 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
  23. Jul 22, 2019
    • Graham Linden's avatar
      SL-11443 · aa4b24be
      Graham Linden authored
      Make fullbright rigged objects with alpha mode none use fullbright shader instead of incorrectly using the material shader.
      
      Increase effect of variance in cloud shaders.
      aa4b24be
  24. Jul 15, 2019
    • Graham Linden's avatar
      SL-11590 · 2fa2da33
      Graham Linden authored
      Modified windlight shader to remove adjustment to glow.z
      2fa2da33
  25. Jul 10, 2019
    • Graham Linden's avatar
      SL-1491 · 66472216
      Graham Linden authored
      Make sun additive contribition depend on facing the sun (without breaking fog).
      
      Put back scaling factor keeping sun contrib from blowing out with new FS param range for glow.
      66472216
  26. Jul 03, 2019
    • Graham Linden's avatar
      SL-11545, SL-11543, SL-10625 · 48f16942
      Graham Linden authored
      Fix emissives without normal maps clobbering the alpha output in materialF.
      
      Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid).
      
      Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom.
      48f16942
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