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v2.5 - BINDLESS UPDATE

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@Pjbomb2 Pjbomb2 released this 13 Aug 16:50
· 129 commits to main since this release

ADDED BINDLESS THANKS TO Alex Bakanov(AKA Meetem)

ASVGF:
Small improvement to asvgf for specular
Small modifications to ASVGF for black objects
Fix to asvgf to not freak out in refracted water
Changed up the exposure with asvgf so they play a bit nicer

IES:
Small fix to IES lights
IES lights will now actually be correct if they get their texture removed and their object refreshed(toggled off and on)

Backgrounds:
Added individual intensities to primary and secondary backgrounds
Added HDRI rotation fields
Added scaling to HDRI

RadCache:
Small change to radcache to allow for high speed radcache to not doublecount the sky
Fix to radcache for sky through glass
Changed radcache a bit so it stops displaying the cache directly in reflections
Small improvements to radcache

Automation:
Truetrace will automatically create the needed custom pass stuff for HDRP
HDRP is now completely automated and should require no setup aside from what is needed for BIRP(so no additional setup)
GlobalDefines for: HDRP, Bindless, Hardware RT, and DX11 are now automatically set on the GPU when toggled on the CPU

Added a "TrueBlack" toggle to globaldefines, which allows colors to reach black, instead of being limited to dark grey
Fixed alpha mapping for close surfaces with rt cores
Small change so that glass isnt too dark
Small fix to roughness slider in master material settings when set to smoothness resetting
Small fix to hdrp compatability script
Added global emissive object strength adjustment
Added prototype water object and stuff if you wanna play with it
More changes to glass
Removed Video material type because bindless can now do its job 100% through rendertextures
Fixed atmosphere
Fixed issue with TTSettings not registering properly under specific scenarios
Emission aware texture light bvh defaults to off now because while it is very useful, it can cause massive memory consumption with lots of Emission textures that may seem random
Moved a few things around in truetrace settings
Small change that should fix null throughputs breaking things
Change to light bvh to massively optimize it if you have a bunch of identitical triangles
Fixed DoF when center pixel is emissive
Small improvements to emission
Re-added point filtering for bindless
Added small stopper in case you add more than 2048 textures to bindless(Let me know if you hit this as the limit can be doubled, but have yet to find a reason to)
ReSTIR GI handles blacks better now
Small performance bump
Thin glass now colors like normal