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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. Apr 14, 2023
  3. Apr 11, 2023
  4. Apr 06, 2023
  5. Apr 04, 2023
  6. Mar 30, 2023
  7. Mar 29, 2023
  8. Mar 28, 2023
  9. Mar 07, 2023
  10. Mar 02, 2023
  11. Feb 03, 2023
  12. 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
  13. Oct 11, 2022
  14. Sep 30, 2022
  15. Sep 29, 2022
  16. Sep 28, 2022
  17. Jul 08, 2022
  18. Sep 16, 2020
  19. Sep 02, 2020
  20. Aug 21, 2020
  21. Jul 02, 2020
  22. Jul 01, 2020
  23. Mar 05, 2020
  24. 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
  25. 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
  26. Jul 15, 2019
    • Graham Linden's avatar
      SL-11590 · 2fa2da33
      Graham Linden authored
      Modified windlight shader to remove adjustment to glow.z
      2fa2da33
  27. 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
  28. 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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