github doodlum/skyrim-community-shaders v1.4.6-pr1658
Community Shaders 1.4.6 PR #1658

pre-release10 hours ago
  • added basic dx12 raytracing as a feature by @Gistix
  • trimesh buffer creation, pre-cleanup code by @Gistix
  • code cleaned-up, solid buffer creation strategy by @Gistix
  • improved root signature structure, light buffer has been added by @Gistix
  • working per-instance data upload by @Gistix
  • many buffer managment fixes, added instance-to-mesh buffer by @Gistix
  • Vertex structure fixed, working pathtracing by @Gistix
  • working texture sharing and BC4/BC7 decompression by @Gistix
  • working TLAS creation/updating by @Gistix
  • working mesh normals + depth and initial SHARC includes by @Gistix
  • specular ray implemented, heap manager is broken by @Gistix
  • full functionality restored by @Gistix
  • working DLSS_RR, buffer classes updated by @Gistix
  • glow support by @Gistix
  • proper inverse square falloff + shader binding table fixes by @Gistix
  • brdf test by @Gistix
  • inline rt shadows by @Gistix
  • working bindings by @Gistix
  • working rt shadows by @Gistix
  • Merge remote-tracking branch 'upstream/dev' into hwrt-sw-pipeline by @Gistix
  • feature renamed to Raytracing, added support for texture recompression by @Gistix
  • added initial support for fade node BLAS by @Gistix
  • "working" BLAS creation by @Gistix
  • code cleanup by @Gistix
  • shader include path cleanup by @Gistix
  • NiSkinPartition vertexMap attempt by @Gistix
  • proper skin partition vertices and triangles by @Gistix
  • proper half float usage by @Gistix
  • proper Vertex alignment, Triangle now uses uint16_t by @Gistix
  • added proper material support, texture sharing upgraded by @Gistix
  • non-critical logs altered to debug by @Gistix
  • Merge remote-tracking branch 'upstream/dev' into hwrt-fn-blas by @Gistix
  • working alpha test transparency, MeshData renamed to Mesh by @Gistix
  • Update RayGeneration.hlsl by @Gistix
  • adds flag operators to Mesh::Flags by @Gistix
  • adds skinning and dynamic shape shader, also an attemp at organization by @Gistix
  • Merge remote-tracking branch 'upstream/dev' into hwrt-fn-blas by @Gistix
  • updates to shape update and some more cleanup by @Gistix
  • CTD fix and changes to support better resource managment by @Gistix
  • fixed GI shaders by @Gistix
  • added emissive, added normal and RMAOS to path tracing mode by @Gistix
  • added emissivescale to material (static for now), fixed Diffuse BRDF by @Gistix
  • Update Shading.hlsli by @Gistix
  • fixed normal maps in PT by @Gistix
  • adds AO to diffuse and specular indirect paths by @Gistix
  • NdotL early out optimization by @Gistix
  • adds minimal required luminance for shadow tracing optimization by @Gistix
  • cubemap exclusion for effect and distant tree shaders by @Gistix
  • attemp to fix reflectance by @Gistix
  • changed default RMAOS AO from 255 to 0 by @Gistix
  • material shader property variable renamed by @Gistix
  • Update Raytracing.cpp by @Gistix
  • crash fixes, ao + specular fixes and linear to gamma composite by @Gistix
  • proper true PBR detection, fixed model normals, ao gbuffer by @Gistix
  • added depth precision fix (again), fixed TBN mul order, added stable TBN creation function by @Gistix
  • empty light list crash fix by @Gistix
  • default textures and BRDF fixed by @Gistix
  • soft directional shadows by @Gistix
  • adds feature buffer to shareddata by @Gistix
  • fixed shared data by @Gistix
  • fixes to default textures by @Gistix
  • rays.hlsli cleanup by @Gistix
  • reflectance and direct light fixes + ao from RMAOS by @Gistix
  • adds indirect transparent shadows by @Gistix
  • GI colorspace fix and cleanup by @Gistix
  • indirect transparent shadows and GI culling by @Gistix
  • added feature data to frame data by @Gistix
  • adds SVGF folder structure by @Gistix
  • Merge remote-tracking branch 'upstream/dev' into hwrt-fn-blas by @Gistix
  • Lighting shader adjustments, shader define changed to RT from RTGI by @Gistix
  • updates for SHaRC support by @Gistix
  • SHaRC updated to 1.6.3 by @Gistix
  • Update Sharc.hlsli by @Gistix
  • adds SHaRC buffers to RT feature by @Gistix
  • removed point fade from settings, sharc elements renamed to capacity by @Gistix
  • more SHaRC code, removes IndirectPayload and some clean up by @Gistix
  • RTGI shader rewrite for SHaRC support by @Gistix
  • working RTGI shader by @Gistix
  • lambert mode shadow optimization by @Gistix
  • fixed compositing by @Gistix
  • payload packing by @Gistix
  • dlssrr variables by @Gistix
  • more changes to please sharc by @Gistix
  • Merge branch 'hwrt-sharc' into hwrt-fn-blas by @Gistix
  • renamed all _HLSI to HLSL by @Gistix
  • renamed reflectance to specular albedo, added proper sky specular albedo by @Gistix
  • Update CommonRT.hlsli by @Gistix
  • more SHaRC changes, added copy of PBR for Flags by @Gistix
  • attempt at concentrating surface properties into a single struct + some more organization by @Gistix
  • adds surface struct by @Gistix
  • working surface by @Gistix
  • adds throughput and roussian roulette by @Gistix
  • fixes to throughput and lambert support by @Gistix
  • path tracing mode restored by @Gistix
  • some fixes by @jiayev
  • Merge pull request #1 from jiayev/hwrt-surface-pt by @Gistix
  • adds pipeline interface and builds SHaRC support on top of it by @Gistix
  • moves shaderType declaration higher by @Gistix
  • removes redundant return by @Gistix
  • adds ImGui::EndDisabled to SHaRC settings by @Gistix
  • renames SAMPLES to MAX_SAMPLES and MAX_DEPTH to MAX_BOUNCES by @Gistix
  • ditto by @Gistix
  • adds settings change triggered recompilation for RT shaders by @Gistix
  • removes loop unroll, adds recompilation for all changes, proper directional/point light selection by @Gistix
  • Update Raytracing.h by @Gistix
  • mode now saves by @Gistix
  • corrects SHaRC throughput reset and final GI compositing by @Gistix
  • fixes compositing of PT as well by @Gistix
  • brdf rewrite by @jiayev
  • uhgm by @jiayev
  • Merge branch 'pr/2' into hwrt-pt by @Gistix
  • Merge branch 'pr/2' into hwrt-pt by @Gistix
  • some fixes by @Gistix
  • more brdf calc by @jiayev
  • smol fix by @jiayev
  • fix weight by @jiayev
  • adds partial support for dynamic resolution and diffuse albedo by @Gistix
  • Merge branch 'pr/3' into hwrt-pt by @Gistix
  • Renamed light modes by @Gistix
  • adds derivative flat normals to models with missing geometry normals by @Gistix
  • adds many advanced settings and white furnace test mode by @Gistix
  • PT now bypasses deferred composite pass, adv settings changes by @Gistix
  • fixes diffuse lighting mode not being selectable by @Gistix
  • fixes diffuse throughput and light evaluation by @Gistix
  • fix diffuse throughput by @jiayev
  • fix metal specular prob by @jiayev
  • Merge pull request #4 from jiayev/hwrt-pt by @Gistix
  • effect shader support and explicity branching by @Gistix
  • add energy term by @jiayev
  • add ggx energy conservation, use full bxdf by @jiayev
  • adds filter to some markers so they're not included in RT by @Gistix
  • Merge remote-tracking branch 'jiaye/hwrt-pt' into hwrt-pt by @Gistix
  • adds GGX energy conservation advanced option, removes Diffuse and Specular multipliers, adds DrawEnumCombo helper func by @Gistix
  • adds recompile reason when restoring default settings, loading settings and changing GGX Energy Conservation by @Gistix
  • fixes FrameData alignment by @Gistix
  • fixes diffuse lighting mode by @Gistix
  • fixes helper function nullptr tooltip checks by @Gistix
  • Merge remote-tracking branch 'upstream/dev' into hwrt-pt by @Gistix
  • fixes emissive culling by @Gistix
  • add fuzz by @jiayev
  • adds proper buffer indexing with a indirection buffer, adds effect shader by @Gistix
  • Merge remote-tracking branch 'jiaye/hwrt-pt' into hwrt-pt by @Gistix
  • fixes SampleSky by @Gistix
  • some CTD fixes by @Gistix
  • fixes CMakeLists.txt by @Gistix
  • adds memory allocator to RT feature by @Gistix
  • replaces BLAS resources by D3D12MA allocation by @Gistix
  • adds mutex at texture SRV creation by @Gistix
  • add ris by @jiayev
  • adds avanced options for RIS by @Gistix
  • add RIS max candidates advanced option by @Gistix
  • adds TruePBR shader type by @Gistix
  • adds D3D12MA for all geometry buffers by @Gistix
  • tangent and bitangent swapped by @Gistix
  • replaces specularHitDistance by specularDirHitDistance by @Gistix
  • unmap fix for upload resource index > 1 by @Gistix
  • reverts specularRayDirectionHitDistance changes by @Gistix
  • RT now outputs in true linear space, adds a shader to convert DLSSRR output from true linear to gamma by @Gistix
  • add option for gamma by @jiayev
  • fixes linear output path, defaults recompress textures and convert to gamma to true by @Gistix
  • style: 🎨 apply pre-commit.ci formatting by @pre-commit-ci[bot]
  • renames convertNormalGlossCS.hlsl to ConvertTexturesCS.hlsl by @Gistix
  • adds gamma to true linear for diffuse albedo conversion by @Gistix
  • fixes Get2D seed advancement by @Gistix
  • Revert "adds gamma to true linear for diffuse albedo conversion" by @Gistix
  • fixes colorspace conversion by @Gistix
  • fixes for sharc pipeline by @Gistix
  • proper float4 output by @Gistix
  • style: 🎨 apply pre-commit.ci formatting by @pre-commit-ci[bot]
  • fixes triangle vertex overflow critial log check by @Gistix
  • actual proper fix for color conversion by @Gistix
  • Merge branch 'raytracing' of https://github.com/Gistix/skyrim-community-shaders into raytracing by @Gistix
  • revert deferred composite by @jiayev
  • remove mult albedo for direct by @jiayev
  • fix shader warning by @jiayev
  • working sharc but funny colors by @Gistix
  • reverts rr location by @Gistix
  • removes effect albedo since it breaks sharc by @Gistix
  • Merge branch 'raytracing-sharc' into raytracing by @Gistix
  • style: 🎨 apply pre-commit.ci formatting by @pre-commit-ci[bot]
  • moves rr to the top by @Gistix
  • style: 🎨 apply pre-commit.ci formatting by @pre-commit-ci[bot]
  • adds light count to frame buffer by @Gistix
  • Merge branch 'raytracing' of https://github.com/Gistix/skyrim-community-shaders into raytracing by @Gistix
  • fixes eastl_size_t to uint conversion by @Gistix
  • ctrl+c + ctrl+v on jiaye's svgf shaders by @Gistix
  • style: 🎨 apply pre-commit.ci formatting by @pre-commit-ci[bot]

View Pull Request

Don't miss a new skyrim-community-shaders release

NewReleases is sending notifications on new releases.