Kelsi
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ef1e5abe8e
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Add shader-driven tree beautification: wind sway, SSS, color variation, AO
- Vertex wind animation: 3-layer displacement (trunk/branch/leaf) with
quadratic height scaling so bases stay grounded
- Shadow pass: matching vertex displacement split into foliage/non-foliage
passes, removed UV-wiggle approach
- Leaf subsurface scattering: warm backlit glow when looking toward sun
- Per-instance color variation: hue/brightness from position hash via flat
varying to avoid interpolation flicker
- Canopy ambient occlusion: height-based darkening of tree interiors
- Detail normal perturbation: UV-only procedural normals to break flat cards
- Bayer 4x4 ordered dither replacing sin-hash noise for alpha edges
- Foliage skips shadow map sampling and specular to prevent flicker from
swaying geometry sampling unstable shadow/highlight values
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2026-02-23 03:53:50 -08:00 |
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Kelsi
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67e63653a4
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Stabilize Vulkan shadow pipeline diagnostics and compatibility path
- Fix shadow depth image layout transitions by tracking per-frame old/new layouts.
- Update receiver shadow projection to Vulkan clip-depth convention.
- Test inverted shadow compare op path (GREATER_OR_EQUAL).
- Switch shadow compare samplers to NEAREST filtering for broader Vulkan compatibility.
- Expand shadow caster coverage by disabling caster cull filtering in WMO/M2/Character shadow pipelines.
- Keep light-space matrix path on stable character-centered framing.
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2026-02-22 10:25:33 -08:00 |
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Kelsi
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2c5e0dd313
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Fix Vulkan shadow light direction and restore ground-clutter cutout visibility
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2026-02-22 09:47:39 -08:00 |
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Kelsi
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bd0305f6dd
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Stabilize Vulkan rendering state for minimap, foliage, and water
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2026-02-22 09:34:27 -08:00 |
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Kelsi
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83b576e8d9
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Vulcan Nightmare
Experimentally bringing up vulcan support
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2026-02-21 22:04:17 -08:00 |
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