Yeah I wasn't aware of the issue until after I implemented some ray-tracing code to get proper perspective correction. To avoid that issue would require a much higher loop count which would pretty much destroy performance.
does anyone else have white/gray trees and vegetation when using the march 3rd dump? it is really bugging me and i hope i can fix it because everything else is great
Great work but same problem for me. I wanted to test it into our mod (we are looking for lens flares, and maybe a ssao fix), but there is texture problems on vegetation, pom etc... And we can't choose effects individually.
Hey guys sorry for the lack of updates. Also sorry for the lack of a release heh. I have legit reasons as to why there's no release yet. Just trust me on that.
However I do have some screenshots of my latest effects. Among them are a new toon shader, waterflow shader. The toon shader has various different things from rim lighting to post-processed outlines (unfortunately done per-material but it's still quicker than a geometric approach as far as my testing goes). One cool thing is that the toon shader doubles as a toon hair shader and can also generate outlines from the diffuse texture. Unfortunately I don't have any assets tailored for toon shading so the effect isn't shown to it's full potential in the screenshots.
I'd written a new motion blur shader that used correct reprojection using the depth map, but unfortunately it suffers from jittering issues. I strongly hope I can fix the jittering issues sometime.
I also had a working implementation of SSDO but because of the way it was implemented, the AO effect was reduced to 1/4 size of the current screen (it's already 1/2) and suffered from quite a few artifacts, so I dropped it. The reason for the drop in resolution is because I had to split the image into 4 quadrants (basically turned it into a texture atlas) and only the last quadrant has AO in it, the other 3 are for the average normal direction used in the lighting pass to modulate the effect.
Currently I'm using a variation of disk-to-disk SSAO which so far I've found to be among the most realistic implementations of SSAO out there, courtesy of Arkano22 from gamedev, thanks man!
Other changes include S-Curve tone-mapping (not sure if I'd already mentioned it), correct gamma in LDR, modified frozen shader, re-added and modified view-dependent ambience (global ambient lighting), FXAA improvements and I dropped iterative offset-bump mapping for speed and simply added the slope calculations to the original code.
Anyway, here are those images I mentioned:
Somewhat older image of the new waterflow shader:
Helena's body, tooned:
And some shots of the screen-space reflections in action in the Fleet map, to show how well it works in practice. There are no environment maps in the water in these images, just screen-space reflections.
Last edited by Cry-Styves on 12.08.2011, 06:11, edited 1 time in total.