mafiesto4
956a59e6bb
Add PostProcessEffect.CollectDrawCalls to properly draw custom meshes
2026-06-16 11:20:43 +02:00
mafiesto4
bc36168318
Optimize Animated Model rendering with hardware instancing
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All models are using the same global buffer for skinned bones which allows to share shader binding for instancing.
Refactor draw call for batching skinned mesh draws.
Remove `SkinnedMeshDrawData` and merge it into `AnimatedModel` internals.
2026-06-15 17:59:41 +02:00
mafiesto4
775e978fed
Merge remote-tracking branch 'origin/master' into 1.13
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# Conflicts:
# Flax.flaxproj
# Source/Engine/Level/Actors/StaticModel.cpp
# Source/Engine/Level/Prefabs/Prefab.cpp
# Source/Engine/Tools/ModelTool/ModelTool.cpp
2026-06-03 17:15:38 +02:00
mafiesto4
fd8ae9bc2b
Rename SceneRenderTask::RenderingPercentage to RenderScale
2026-06-03 13:01:11 +02:00
mafiesto4
c2ec3fe2cb
Simplify async render flushing code
2026-06-03 05:03:22 +02:00
mafiesto4
f55ac81fe4
Update to the latest Vulkan SDK 1.4.350
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Update Vulkan API to `1.2` on Windows
Update Vulkan API to `1.1` on Android
2026-06-01 14:19:09 +02:00
mafiesto4
0f38fca0b1
Minor fixes
2026-05-30 14:28:28 +02:00
mafiesto4
17ff4623e7
Fix DDGI cascade movement to be less vertical along the view
2026-05-20 23:20:30 +02:00
mafiesto4
92a0a40d16
Add Global SDF Overdraw debug mode for content optimizations
2026-05-20 16:20:45 +02:00
mafiesto4
03126e1840
Fix missing objects when performing Global Surface Atlas defragmentation after failed insert
2026-05-19 14:02:35 +02:00
mafiesto4
b039e3779d
Fix Global Surface Atlas tiles padding and position precision to have proper stability
2026-05-12 17:10:02 +02:00
mafiesto4
0c1af2f243
Fix various rendering elements with Reversed Z enabled and simplify code
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#2684
2026-05-11 18:26:21 +02:00
mafiesto4
fb21ffd3be
Rename FLAX_REVERSE_Z macro to REVERSE_Z
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#2684
2026-05-08 10:52:46 +02:00
mafiesto4
7127ccda37
Fix depth bounds in reversed Z
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#2684
2026-05-08 09:02:17 +02:00
mafiesto4
241441d5b9
Merge branch 'reverse-z' of https://github.com/HydrogenC/FlaxEngine into HydrogenC-reverse-z
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# Conflicts:
# Source/Engine/Graphics/GPUDevice.cpp
# Source/Engine/Graphics/Materials/DeferredMaterialShader.cpp
# Source/Engine/Graphics/Materials/ForwardMaterialShader.cpp
# Source/Engine/Graphics/Materials/TerrainMaterialShader.cpp
# Source/Engine/Renderer/LightPass.cpp
# Source/Engine/Renderer/ReflectionsPass.cpp
# Source/Engine/Renderer/ShadowsPass.cpp
# Source/Shaders/SSR.hlsl
# Source/Shaders/ShadowsSampling.hlsl
# Source/Shaders/Sky.shader
2026-05-07 19:55:03 +02:00
mafiesto4
4489f43777
Add DefaultProbeCubemapFormat to Graphics Settings with option to compress env probe textures
2026-05-07 18:20:34 +02:00
mafiesto4
c17a9f653e
Add minor improvements and adjust 3rd DDGI cascade for better world coverage
2026-05-07 16:38:15 +02:00
mafiesto4
9957166723
Optimize RendererAllocation by reducing fragmentation with operating on power-of-2 blocks
2026-05-06 13:02:57 +02:00
mafiesto4
650fa781d3
Simplify shader code for point/spot lights to use permutations instead
2026-05-06 12:59:35 +02:00
mafiesto4
9c5daf419b
Fix default shadow depth bias values and control them based on shadow resolution/quality mix
2026-05-06 12:39:15 +02:00
mafiesto4
9a85ae7142
Add soft PCSS shadows on Ultra quality
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Add new `SourceAngle` property to Directional light that controls PCSS penumbra size
2026-05-06 12:37:42 +02:00
mafiesto4
aac399c6a1
Add CascadeBlendSize to Directional Light and fix sun shadow fade at distance
2026-05-04 23:41:00 +02:00
mafiesto4
b14c2cfc74
Optimize Global Surface Atlas full direct lighting redraw to copy whole emissive atlas at once
2026-05-04 18:11:01 +02:00
mafiesto4
cbcfa4013b
Add Graphics::MotionVectors::MinObjectScreenSize to skip too small objects from drawing motion vectors
2026-05-04 17:29:58 +02:00
mafiesto4
429f8e5336
Add highlight to Motion Vectors Debug view for better content optimizing
2026-05-04 16:43:41 +02:00
mafiesto4
6cc0edf0eb
Optimize shadows and depth rendering with instancing support for transparent shaders
2026-05-04 15:12:40 +02:00
mafiesto4
f7d8f36add
Optimize draw calls batching and instancing with better sort keys generation and processing
2026-05-04 12:34:29 +02:00
mafiesto4
da716dde6a
Fix directional light cascaded shadow maps rendering stability
2026-05-04 10:31:01 +02:00
mafiesto4
2e98300693
Add minor changes
2026-05-04 08:47:21 +02:00
mafiesto4
83de99877c
Fix directional light cascaded shadow maps rendering stability
2026-05-04 08:46:43 +02:00
mafiesto4
24675ace93
Refactor Temporal Anti-Aliasing shader to have less ghosting and quality scalability
...
Fix lots of ghosting artifacts.
Fix aliasing on small cables/lines during camera movement.
Add scalability via AA Quality setting for TAA.
2026-04-30 17:58:19 +02:00
mafiesto4
0aecb35ab1
Fix Global Surface Atlas rasterization of objects with negative scale
2026-04-29 18:34:14 +02:00
mafiesto4
c4bb39aeac
Improve Global Surface Atlas objects dirtying limit to pick the largers objects first
2026-04-29 17:52:51 +02:00
mafiesto4
61431a6400
Optimize Global Surface Atlas defragmentation with copying old atlas to avoid redrawing all objects
2026-04-29 17:19:40 +02:00
mafiesto4
d4da1d80d0
Optimize Global Surface Atlas with object draws limit per frame
2026-04-29 17:05:17 +02:00
mafiesto4
3bede1d6bc
Optimize Global Surface Atlas updates distribution for subobjects (eg. foliage instances)
2026-04-28 22:21:38 +02:00
mafiesto4
ce4ad8aa71
Optimize RendererAllocation by reducing fragmentation with operating on power-of-2 blocks
2026-04-28 21:55:52 +02:00
mafiesto4
578af12f2b
Optimize Global Surface Atlas objects to cache shader data
2026-04-28 20:18:18 +02:00
mafiesto4
442cb8f2dd
Minor improvements
2026-04-28 00:25:31 +02:00
mafiesto4
4fd7f51fdf
Optimize LightmapUVs to be stored already as Half4 to avoid runtime conversions during rendering
2026-04-27 21:53:11 +02:00
mafiesto4
b201897ae6
Optimize foliage serialization by batching instance data, performing quantization, and LZ4 compression
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Cuts down foliage data size by over 50% and improves load times.
2026-04-27 14:30:19 +02:00
mafiesto4
84b53bb9c8
Optimize various rendering effects with GPUDrawPass
2026-04-23 14:30:02 +02:00
mafiesto4
f41d01f4a9
Optimize Vulkan render passes with a new GPUDrawPass to manually control attachment operations in higher-level API
2026-04-23 10:18:13 +02:00
mafiesto4
df059f79c7
Optimize out loading texture DefaultLensDirt if it's not needed
2026-04-22 16:53:08 +02:00
mafiesto4
1f5fcdc7c7
Fix crash when running with D3D10
2026-04-16 15:46:24 +02:00
mafiesto4
5b7af2e10c
Various fixes and improvements
2026-04-14 16:00:53 +02:00
mafiesto4
8ff1c4856e
Fix Chromatic Distortion to be based on 1080p res as reference to resolution-independent
2026-04-08 22:46:53 +02:00
mafiesto4
76fbeba67a
Fox NoPostFx debug view when using Linear Color Space
2026-04-07 12:01:45 +02:00
mafiesto4
862fc69460
Fix GBuffer debug view when using Lienar Color Space
2026-04-07 11:51:20 +02:00
mafiesto4
e501d10ac1
Add Start Distance to volumetric fog to match Exponential Fog more
2026-04-07 11:36:51 +02:00