fix(VR): screen space shadows desync#1946
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📝 WalkthroughWalkthroughRemoves dynamic sampling controls and related CB fields from screen-space shadow shaders, unrolls sampling loops, adds a new VR StereoSync compute shader, integrates stereo sync and resource management into C++ rendering flow, and updates sample-count handling and VR gating. Changes
Sequence Diagram(s)sequenceDiagram
participant CPU as CPU
participant RayCS as RaymarchCS
participant StereoCS as StereoSyncCS
participant RT as RenderTargets
CPU->>RayCS: Dispatch per-eye raymarch
RayCS->>RT: Write SrcShadowTexture & SrcDepthTexture
CPU->>StereoCS: Dispatch stereo sync (per-eye)
StereoCS->>RT: Read SrcDepthTexture, SrcShadowTexture
StereoCS->>StereoCS: Depth-weighted blur & dtid hash rotate
StereoCS->>StereoCS: Reproject sample positions to other eye
StereoCS->>StereoCS: Validate reprojection (depth/edge/occluder checks)
StereoCS->>StereoCS: Finalize stereo blend (occlusion-aware)
StereoCS->>RT: Write OutShadowTexture
CPU->>CPU: Continue rendering pipeline
Estimated code review effort🎯 4 (Complex) | ⏱️ ~65 minutes Possibly related PRs
Suggested reviewers
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Actionable comments posted: 1
🧹 Nitpick comments (1)
src/Features/ScreenSpaceShadows.cpp (1)
48-51: Incomplete resource cleanup in ClearShaderCache.Only
stereoSyncCSis released here, butstereoSyncCBandstereoSyncCopyTexare also VR-specific resources. If the shader cache clear is meant to release all shader-related resources, consider adding cleanup for these as well, or document why they should persist.♻️ Suggested addition for consistent cleanup
if (stereoSyncCS) { stereoSyncCS->Release(); stereoSyncCS = nullptr; } + // Note: stereoSyncCB and stereoSyncCopyTex are intentionally retained + // as they are GPU resources that persist across shader recompilationsOr if full cleanup is intended:
if (stereoSyncCS) { stereoSyncCS->Release(); stereoSyncCS = nullptr; } + if (stereoSyncCB) { + delete stereoSyncCB; + stereoSyncCB = nullptr; + } + if (stereoSyncCopyTex) { + delete stereoSyncCopyTex; + stereoSyncCopyTex = nullptr; + }🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@src/Features/ScreenSpaceShadows.cpp` around lines 48 - 51, The ClearShaderCache block currently only releases stereoSyncCS; update it to also release and null out the other VR-related shader resources (stereoSyncCB and stereoSyncCopyTex) to avoid leaks or dangling pointers—i.e., check each of stereoSyncCB and stereoSyncCopyTex like stereoSyncCS, call Release() if non-nullptr, and set them to nullptr; ensure this change is applied inside the same ClearShaderCache/cleanup routine where stereoSyncCS is handled so all VR shader resources are consistently cleaned up.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Inline comments:
In `@src/Features/ScreenSpaceShadows.h`:
- Around line 82-85: Add a destructor for the ScreenSpaceShadows class that
deletes the heap-allocated VR wrapper objects allocated in SetupResources():
delete stereoSyncCB and delete stereoSyncCopyTex (and set them to nullptr). Keep
stereoSyncCS release logic in ClearShaderCache() unchanged; the destructor
should only free the ConstantBuffer* stereoSyncCB and Texture2D*
stereoSyncCopyTex to avoid leaks and ensure pointers are nulled.
---
Nitpick comments:
In `@src/Features/ScreenSpaceShadows.cpp`:
- Around line 48-51: The ClearShaderCache block currently only releases
stereoSyncCS; update it to also release and null out the other VR-related shader
resources (stereoSyncCB and stereoSyncCopyTex) to avoid leaks or dangling
pointers—i.e., check each of stereoSyncCB and stereoSyncCopyTex like
stereoSyncCS, call Release() if non-nullptr, and set them to nullptr; ensure
this change is applied inside the same ClearShaderCache/cleanup routine where
stereoSyncCS is handled so all VR shader resources are consistently cleaned up.
ℹ️ Review info
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Review profile: CHILL
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📒 Files selected for processing (6)
features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlslfeatures/Screen-Space Shadows/Shaders/ScreenSpaceShadows/ScreenSpaceShadows.hlslifeatures/Screen-Space Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlslfeatures/Screen-Space Shadows/Shaders/ScreenSpaceShadows/bend_sss_gpu.hlslisrc/Features/ScreenSpaceShadows.cppsrc/Features/ScreenSpaceShadows.h
💤 Files with no reviewable changes (1)
- features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/RaymarchCS.hlsl
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Actionable comments posted: 2
Caution
Some comments are outside the diff and can’t be posted inline due to platform limitations.
⚠️ Outside diff range comments (1)
src/Features/ScreenSpaceShadows.cpp (1)
79-99:⚠️ Potential issue | 🟠 MajorAvoid dynamic-resolution-driven shader recompilation churn.
GetScaledSampleCount()now depends on dynamic render size, and Lines 97-99 invalidate shaders whenever that integer changes. With dynamic resolution, this can cause frequent runtime recompiles/stutter on the render thread.Suggested mitigation
uint ScreenSpaceShadows::GetScaledSampleCount() { float2 renderSize = Util::ConvertToDynamic(globals::state->screenSize); @@ - uint scaledSampleCount = static_cast<uint>(std::round(bendSettings.SampleCount * 60 * areaScale)); + uint scaledSampleCount = static_cast<uint>(std::round(bendSettings.SampleCount * 60 * areaScale)); + // Quantize/clamp to reduce recompilation churn from small DRS oscillations. + scaledSampleCount = std::clamp(((scaledSampleCount + 7u) / 8u) * 8u, 8u, 256u); return scaledSampleCount; }As per coding guidelines, “Consider GPU workload and performance impact when implementing graphics features, with special attention to shader compilation and runtime performance”.
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@src/Features/ScreenSpaceShadows.cpp` around lines 79 - 99, GetScaledSampleCount currently returns a value tied directly to dynamic renderSize and GetComputeRaymarch invalidates/recompiles shaders whenever that integer changes (via lastCompiledSampleCount and InvalidateRaymarchShaders), which causes churn; modify the logic so scaled sample count is coarse-grained or debounced before triggering recompilation — e.g., quantize the output of GetScaledSampleCount into steps (or apply a percent/hysteresis threshold or require the value to be stable for N frames) based on bendSettings.SampleCount so that only meaningful changes update lastCompiledSampleCount and call InvalidateRaymarchShaders in GetComputeRaymarch.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Inline comments:
In `@src/Features/ScreenSpaceShadows.cpp`:
- Around line 274-291: The compute pass binds globals::state->sharedDataCB->CB()
to CS constant buffer slot 5 but only clears slot 1 on cleanup, risking state
leakage; after the Dispatch that uses stereoSyncCS, unbind slot 5 by setting a
nullptr constant buffer at slot 5 (similar to the existing
CSSetConstantBuffers(1,1,&cbPtr) clear) so both slot 1 and slot 5 are cleared
before resetting shader/resources (use the same cbPtr nullptr and call
context->CSSetConstantBuffers(5,1,&cbPtr) before
context->CSSetShader(nullptr,...)).
- Around line 70-77: ClearShaderCache() currently releases stereoSyncCS but
doesn't recompile it, causing DrawStereoSync() to silently return when shaders
are cleared in VR; after releasing stereoSyncCS in
ScreenSpaceShadows::ClearShaderCache(), call CompileComputeShaders() (same
pattern used by ScreenSpaceGI::ClearShaderCache() and
Skylighting::ClearShaderCache()) to recreate the compute shader, or
alternatively implement a lazy getter (e.g., GetComputeStereoSync()) that
recompiles on demand; update ClearShaderCache() to call CompileComputeShaders()
immediately after setting stereoSyncCS to nullptr so DrawStereoSync() will have
a valid shader.
---
Outside diff comments:
In `@src/Features/ScreenSpaceShadows.cpp`:
- Around line 79-99: GetScaledSampleCount currently returns a value tied
directly to dynamic renderSize and GetComputeRaymarch invalidates/recompiles
shaders whenever that integer changes (via lastCompiledSampleCount and
InvalidateRaymarchShaders), which causes churn; modify the logic so scaled
sample count is coarse-grained or debounced before triggering recompilation —
e.g., quantize the output of GetScaledSampleCount into steps (or apply a
percent/hysteresis threshold or require the value to be stable for N frames)
based on bendSettings.SampleCount so that only meaningful changes update
lastCompiledSampleCount and call InvalidateRaymarchShaders in
GetComputeRaymarch.
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📒 Files selected for processing (3)
features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlslsrc/Features/ScreenSpaceShadows.cppsrc/Features/ScreenSpaceShadows.h
🚧 Files skipped from review as they are similar to previous changes (1)
- features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlsl
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🧹 Nitpick comments (2)
features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlsl (1)
26-28: Consider documenting the tuning rationale for bilateral blur constants.These constants control the blur behavior but lack documentation on how they were tuned or their expected visual impact. A brief comment would help future maintainers adjust them if needed.
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@features/Screen-Space` Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlsl around lines 26 - 28, Add brief explanatory comments above the constants kDepthSigma, kMaxBlend, and kEdgeDepthThreshold in StereoSyncCS.hlsl describing what each controls (e.g., depth weight falloff for bilateral blur, maximum blend strength between original and blurred pixels, and the depth difference threshold that prevents blending across edges), the units/range expected (suggested working ranges like sigma ~0.005–0.05, max blend 0–1, threshold ~0.01–0.1), and the visual impact of increasing/decreasing each value to help future tuning and debugging; keep each explanation one short sentence referencing the constant name so maintainers can quickly adjust those values.src/Features/ScreenSpaceShadows.cpp (1)
347-402: Consider removing duplicate shader compilation inSetupResources().
stereoSyncCSis compiled in bothSetupResources()(line 353) and lazily inDrawStereoSync()(line 258). SinceDrawStereoSync()handles null gracefully, the compilation inSetupResources()is redundant and increases startup time. Consider removing it or documenting the intentional pre-compilation.Proposed change - remove redundant compilation
if (globals::game::isVR) { stereoSyncCB = new ConstantBuffer(ConstantBufferDesc<StereoSyncCB>()); - stereoSyncCS = reinterpret_cast<ID3D11ComputeShader*>(Util::CompileShader(L"Data\\Shaders\\ScreenSpaceShadows\\StereoSyncCS.hlsl", { { "VR", "" }, { "FRAMEBUFFER", "" } }, "cs_5_0")); }🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@src/Features/ScreenSpaceShadows.cpp` around lines 347 - 402, Remove the redundant eager shader compile in SetupResources: in the VR branch of ScreenSpaceShadows::SetupResources delete the stereoSyncCS = reinterpret_cast<ID3D11ComputeShader*>(Util::CompileShader(...)) call and leave only the stereoSyncCB allocation (stereoSyncCB = new ConstantBuffer(ConstantBufferDesc<StereoSyncCB>())); DrawStereoSync already lazy-compiles stereoSyncCS when needed and handles null, so rely on that to avoid duplicated work (or if you prefer eager compile, instead remove the lazy compile from DrawStereoSync and document the choice).
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Nitpick comments:
In `@features/Screen-Space` Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlsl:
- Around line 26-28: Add brief explanatory comments above the constants
kDepthSigma, kMaxBlend, and kEdgeDepthThreshold in StereoSyncCS.hlsl describing
what each controls (e.g., depth weight falloff for bilateral blur, maximum blend
strength between original and blurred pixels, and the depth difference threshold
that prevents blending across edges), the units/range expected (suggested
working ranges like sigma ~0.005–0.05, max blend 0–1, threshold ~0.01–0.1), and
the visual impact of increasing/decreasing each value to help future tuning and
debugging; keep each explanation one short sentence referencing the constant
name so maintainers can quickly adjust those values.
In `@src/Features/ScreenSpaceShadows.cpp`:
- Around line 347-402: Remove the redundant eager shader compile in
SetupResources: in the VR branch of ScreenSpaceShadows::SetupResources delete
the stereoSyncCS =
reinterpret_cast<ID3D11ComputeShader*>(Util::CompileShader(...)) call and leave
only the stereoSyncCB allocation (stereoSyncCB = new
ConstantBuffer(ConstantBufferDesc<StereoSyncCB>())); DrawStereoSync already
lazy-compiles stereoSyncCS when needed and handles null, so rely on that to
avoid duplicated work (or if you prefer eager compile, instead remove the lazy
compile from DrawStereoSync and document the choice).
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📒 Files selected for processing (2)
features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlslsrc/Features/ScreenSpaceShadows.cpp
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♻️ Duplicate comments (1)
src/Features/ScreenSpaceShadows.cpp (1)
287-304:⚠️ Potential issue | 🟡 MinorUnbind CS constant buffer slot 5 during stereo-sync cleanup.
Line 289 binds CS slot 5, but cleanup (Lines 301-304) only clears slot 1. Please clear slot 5 too to avoid compute-state leakage into later passes.
Proposed fix
cbPtr = nullptr; context->CSSetShaderResources(0, 2, srvs); context->CSSetUnorderedAccessViews(0, 1, uavs, nullptr); context->CSSetConstantBuffers(1, 1, &cbPtr); + context->CSSetConstantBuffers(5, 1, &cbPtr); context->CSSetShader(nullptr, nullptr, 0);As per coding guidelines, “Include proper resource management and graceful degradation for DirectX 11 resources and user input validation to prevent crashes from malformed configurations.”
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@src/Features/ScreenSpaceShadows.cpp` around lines 287 - 304, The cleanup misses unbinding the compute shader constant buffer bound to slot 5 (sharedDataBuf); update the cleanup sequence after Dispatch in ScreenSpaceShadows.cpp to also clear CS slot 5 by calling context->CSSetConstantBuffers(5, 1, &cbPtr) (using the same cbPtr = nullptr pattern used for slot 1) so both slot 1 and slot 5 are unbound before resetting shader resources/UAVs and clearing the CS with context->CSSetShader(nullptr, nullptr, 0).
🧹 Nitpick comments (1)
src/Features/ScreenSpaceShadows.cpp (1)
116-123: Decouple right-eye shader recompilation from call order.At Line 118,
raymarchRightCSonly recompiles when null. This works with current call order, but it couples correctness toGetComputeRaymarch()being called first after sample-count changes.Proposed refactor
ID3D11ComputeShader* ScreenSpaceShadows::GetComputeRaymarchRight() { + uint scaledSampleCount = GetScaledSampleCount(); + if (scaledSampleCount != lastCompiledSampleCount) { + lastCompiledSampleCount = scaledSampleCount; + InvalidateRaymarchShaders(); + } + if (!raymarchRightCS) { - uint scaledSampleCount = GetScaledSampleCount(); raymarchRightCS = (ID3D11ComputeShader*)Util::CompileShader(L"Data\\Shaders\\ScreenSpaceShadows\\RaymarchCS.hlsl", { { "SAMPLE_COUNT", std::format("{}", scaledSampleCount).c_str() }, { "RIGHT", "" } }, "cs_5_0"); } return raymarchRightCS; }🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@src/Features/ScreenSpaceShadows.cpp` around lines 116 - 123, GetComputeRaymarchRight currently only compiles a shader when raymarchRightCS is null, which couples correctness to call order with GetComputeRaymarch; update GetComputeRaymarchRight to track the last-used scaled sample count (e.g. a member like raymarchSampleCount or raymarchRightSampleCount) and compare it to the current GetScaledSampleCount() on each call, and if different (or raymarchRightCS is null) release/replace raymarchRightCS by recompiling with the current scaledSampleCount and the "RIGHT" define; this mirrors the logic used by GetComputeRaymarch so right-eye shader recompilation is independent of call order.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Duplicate comments:
In `@src/Features/ScreenSpaceShadows.cpp`:
- Around line 287-304: The cleanup misses unbinding the compute shader constant
buffer bound to slot 5 (sharedDataBuf); update the cleanup sequence after
Dispatch in ScreenSpaceShadows.cpp to also clear CS slot 5 by calling
context->CSSetConstantBuffers(5, 1, &cbPtr) (using the same cbPtr = nullptr
pattern used for slot 1) so both slot 1 and slot 5 are unbound before resetting
shader resources/UAVs and clearing the CS with context->CSSetShader(nullptr,
nullptr, 0).
---
Nitpick comments:
In `@src/Features/ScreenSpaceShadows.cpp`:
- Around line 116-123: GetComputeRaymarchRight currently only compiles a shader
when raymarchRightCS is null, which couples correctness to call order with
GetComputeRaymarch; update GetComputeRaymarchRight to track the last-used scaled
sample count (e.g. a member like raymarchSampleCount or
raymarchRightSampleCount) and compare it to the current GetScaledSampleCount()
on each call, and if different (or raymarchRightCS is null) release/replace
raymarchRightCS by recompiling with the current scaledSampleCount and the
"RIGHT" define; this mirrors the logic used by GetComputeRaymarch so right-eye
shader recompilation is independent of call order.
ℹ️ Review info
Configuration used: Path: .coderabbit.yaml
Review profile: CHILL
Plan: Pro
📒 Files selected for processing (2)
features/Screen-Space Shadows/Shaders/ScreenSpaceShadows/StereoSyncCS.hlslsrc/Features/ScreenSpaceShadows.cpp
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remove LightsVisualisationMode settings loading (community-shaders#1834)" This reverts commit b3db5a7. * fix: default enabledClasses true * build: bump version * feat(upscaling): custom DLSS preset (community-shaders#1837) * fix(weather editor): sync UI for full transition (community-shaders#1822) * fix(linearlighting): return correct buffer when ll feature off (community-shaders#1838) * fix(PBR): skip IrradianceToLinear on specular in vanilla (community-shaders#1839) * feat(weather editor): adjust slider ranges (community-shaders#1847) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(weather editor): replace volumetric Lighting RGB sliders with color picker (community-shaders#1846) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * fix(grass collision): collision radius math (community-shaders#1849) * chore: move new feature information into docs (community-shaders#1848) Co-authored-by: doodlum 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and editor (community-shaders#1845) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * chore(llf): remove LLF settings loading (community-shaders#1859) * feat: exponential height fog (community-shaders#1708) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather editor): block editor access in loading screens (community-shaders#1871) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(weather editor): improve weather picker UI and functionality (community-shaders#1863) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather editor): repurpose unsaved changes tracking (community-shaders#1860) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix: sync grass lighting defaults to match ENB (community-shaders#1844) * fix: stop shader compilation on game exit (community-shaders#1867) closes community-shaders#1130 * fix(weather editor): prevent inputs when editor is open (community-shaders#1872) * fix(weather editor): add ctd guards (community-shaders#1864) * feat(weather editor): remove WorldSpace widget and associated code (community-shaders#1878) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(vr): add OpenComposite menu support (community-shaders#1880) * revert: "feat(vr): add OpenComposite VR menu" (community-shaders#1881) * revert: "fix: stop shader compilation on game exit" (community-shaders#1882) * feat(vr): add OpenComposite menu support (community-shaders#1883) * feat(weather editor): add time controls (community-shaders#1877) * feat: add shadowmap rasterizer override (community-shaders#1690) * fix(weather editor): clear feature overrides with revert (community-shaders#1884) * feat(UI): Interior Only (community-shaders#1854) * fix(VR): fix Shadowmap Cascade Rasterizer (community-shaders#1888) * fix(unified water): distance calculation for raindrops & LOD fade (community-shaders#1890) * refactor: clarify core feature version mismatch text (community-shaders#1886) * fix: stop shader compilation on game exit (community-shaders#1885) * build: exclude hlsl tests from packaging (community-shaders#1894) * chore: disable feature constraints in dev mode (community-shaders#1893) * fix(vr): improve stereo UV handling (community-shaders#1899) * fix(weather editor): move esc key to native input system (community-shaders#1897) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * fix: move ResolveMonoUVForEye outside VR guard (community-shaders#1906) * fix(grass collision): validate actor (community-shaders#1905) Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> * fix(terrain shadows): height map regression (community-shaders#1911) * fix: util vertical fov math (community-shaders#1904) Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> * test: add float4 overload test (community-shaders#1902) * refactor: move all features to globals::game::calendar (community-shaders#1909) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * fix(UI): resolution based font (community-shaders#1907) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather editor): make objects window be independently scrollable (community-shaders#1908) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(UI): consolidate searchbar to util and add to weather editor (community-shaders#1898) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather editor): add filled star for favourites. (community-shaders#1913) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(weather editor): add delete json button to objects window (community-shaders#1914) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(VR): resolution-based font (community-shaders#1923) * refactor: use depthbuffer helper (community-shaders#1925) * refactor: move TurboColormap into Color.hlsli (community-shaders#1924) * fix(weather editor): expand clickable area of feature override (community-shaders#1921) * feat(weather editor): enable snapping to viewport (community-shaders#1917) * feat(weather editor): highlight enabled cloud layers (community-shaders#1916) * fix(VR): SSGI discrepancies (community-shaders#1926) * feat: volumetric shadows (community-shaders#1874) * ci: enhance feature version audit (community-shaders#1927) * feat(weather editor): add filter options for objects window (community-shaders#1922) * feat(weather editor): sticky headers and scrollable content (community-shaders#1930) * fix(UI): ImGui scaling for borderless mode (community-shaders#1929) * ci: don't fail on feature audits (community-shaders#1934) * fix(pbr): use scrap heap allocation (community-shaders#1928) * chore(UI): add subsurface scattering to Interior Only (community-shaders#1932) * fix(weather editor): align highlights, fix tooltip (community-shaders#1918) * fix(ssgi): guard VR only compilation (community-shaders#1938) * build: update template to avoid extra directory (community-shaders#1812) * style: fix hlsl formatting (community-shaders#1939) * fix(UI): improve theme management UI flow (community-shaders#1933) closes community-shaders#1919 * build(deps): update pre-commit hooks (community-shaders#1768) * feat(UI): delete theme button (community-shaders#1940) * feat(UI): open log file button (community-shaders#1942) * fix(hair): marschner volumetric shadow tint (community-shaders#1944) * fix(VR): screen space shadows desync (community-shaders#1946) closes community-shaders#1840 * fix(VR): depth culling during upscaling/Terrain Blending (community-shaders#1858) * feat(VR): add edge detection for stereo blending (community-shaders#1948) * refactor: allocate trampoline once (community-shaders#1951) * fix(UI): PBR MATO color scale RGB settings corrected (community-shaders#1957) * fix(weather editor): guard against loadorder changes (community-shaders#1953) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: davo0411 <davidkehoe0411@outlook.com> * fix(UI): feature description text wrapping (community-shaders#1960) * fix(VR): exponential height fog stereo mismatch (community-shaders#1961) * chore: pbr consistency changes (community-shaders#1841) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: jiayev <l936249247@hotmail.com> * fix(skylighting): remove PBR lighting scale (community-shaders#1963) * fix(skysync): effect mesh blackout during shadow caster transitions (community-shaders#1965) * ci: fix wiki deletion with buffer update (community-shaders#1967) * feat(weather-editor): option to hide viewport (community-shaders#1970) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * test(shader): fallback to warp on invalidarg (community-shaders#1956) Co-authored-by: LukeFrankio <loren@example.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat: triplanar projected materials (community-shaders#1950) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(ao): better ao calculations (community-shaders#1968) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(pbr): fix improper kD terms (community-shaders#1971) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * perf(emat): tweak fade and shadow intensity (community-shaders#1892) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(ibl): revamp ibl and dalc sh (community-shaders#1947) * build: bump commonlib to 4.7.1 (community-shaders#1977) * fix: upscaling monitor detection fixes (community-shaders#1978) * fix(weather editor): prevent overrides resetting settings (community-shaders#1980) * fix(VR): bad llf offset (community-shaders#1984) * perf: cache frequent ui checks (community-shaders#1985) * fix: preserve vanilla water TAA when no upscaler is active (community-shaders#1986) Co-authored-by: jturnley <jturnley@users.noreply.github.com> * fix(UI): first-time dialog fade affects all overlays (community-shaders#1976) * fix(skysync): remove sunlight fade and volumetric lighting overrides (community-shaders#1966) * refactor(HLSL): standardize epsilon constants (community-shaders#1992) closes community-shaders#1227 * feat(UI): require Shift to dock windows (community-shaders#1989) * fix(UI): input spam after alt-tab (community-shaders#1993) * fix(sky sync): early return for invalid cells (community-shaders#1991) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: jiayev <l936249247@hotmail.com> * fix(sky sync): remove undeclared variable (community-shaders#1994) * refactor(pbr): clear up semantics (community-shaders#1995) * fix(UI): scale layout values for high-DPI (community-shaders#1987) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(water): hdr water taa blend (community-shaders#1988) * refactor(color): clarify gamma conversion functions (community-shaders#1996) * feat(ISL-editor): add light counters and fix filtering (community-shaders#1997) * fix(UI): DPI-aware window layouts (community-shaders#2000) * fix(weather-editor): save color palette window (community-shaders#2001) * refactor: centralize feature category names (community-shaders#2007) closes community-shaders#1265 Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com> Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> * chore: bump versions (community-shaders#2010) * fix(water): sample history mask from current mask (community-shaders#2011) * chore(wetness-effects): set default MaxPuddleWetness to 1.5 (community-shaders#1981) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(weather-editor): add free camera and play mode (community-shaders#2008) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * build: bump versions and reduce false positives (community-shaders#2013) * fix(VR): LLF cluster building and culling (community-shaders#2012) * build: update to VS 2026 (community-shaders#1990) * ci: fix preset in vs2022 mode (community-shaders#2015) * ci: remove v2022 from shader jobs (community-shaders#2016) * feat(upscaling): integrate Streamline Reflex controls (community-shaders#1958) * fix(unified-water): BSWaterShaderProperty.plane (community-shaders#1998) --------- Co-authored-by: Skrubby Skrub In A Shrub <87662196+SkrubbySkrubInAShrub@users.noreply.github.com> Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> Co-authored-by: jiayev <l936249247@hotmail.com> Co-authored-by: Dlizzio <77717521+Dlizzio@users.noreply.github.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@users.noreply.github.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: Bruce <44987693+brucenguyen@users.noreply.github.com> Co-authored-by: Copilot <198982749+Copilot@users.noreply.github.com> Co-authored-by: Dawntic <197450198+Dawntic@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@gmail.com> Co-authored-by: Vanni Giachin <vanni.giachin@qlik.com> Co-authored-by: zxcvbn <66063766+zndxcvbn@users.noreply.github.com> Co-authored-by: ParticleTroned <248299730+ParticleTroned@users.noreply.github.com> Co-authored-by: soda <130315225+soda3000@users.noreply.github.com> Co-authored-by: YtzyFvra <59631290+YtzyFvra@users.noreply.github.com> Co-authored-by: LukeFrankio <lorenzogrutzmann@gmail.com> Co-authored-by: LukeFrankio <loren@example.com> Co-authored-by: jturnley <32892261+jturnley@users.noreply.github.com> Co-authored-by: jturnley <jturnley@users.noreply.github.com> Co-authored-by: Igor Alan Albuquerque de Sousa <50077829+IgorAlanAlbuquerque@users.noreply.github.com> Co-authored-by: Matt Van Horn <mvanhorn@users.noreply.github.com> Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com> Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
* fix(weather overrides): ensure json format for features (community-shaders#1748) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * perf(terrain blending): tweak defaults (community-shaders#1771) * fix(lighting): vanilla envcolor mult the correct value (community-shaders#1775) * fix(water): remove final colour saturate (community-shaders#1778) * fix(unified-water): LOD water cache mismatch (community-shaders#1779) * fix(weather editor): override desync with weather transitions (community-shaders#1782) * fix(weather editor): no-override weather file deletion (community-shaders#1777) * fix(weather editor): apply weather settings post-load (community-shaders#1776) * fix(weather editor): handling of weathers without overrides (community-shaders#1773) * feat(UI): feature headings (community-shaders#1786) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(VR): add wand pointing (community-shaders#1790) * chore(UI): theme consistency (community-shaders#1787) * fix(upscaling): warn about max nvidia resolution (community-shaders#1795) Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> * chore(linear lighting): UI settings changes (community-shaders#1785) Co-authored-by: Jiaye <l936249247@hotmail.com> * fix(grass-lighting) better basic grass brightness default (community-shaders#1780) * chore(UI): remove settings and about tabs (community-shaders#1794) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(terrain shadows): fix compiler warnings (community-shaders#1798) * fix: fix flickering particles (community-shaders#1791) * fix(terrain blending): disable vr support (community-shaders#1799) * refactor(upscaling): standardize behavior and tune settings (community-shaders#1783) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(UI): add auto-hide featurelist option (community-shaders#1793) * fix: match grass brightness of vanilla (community-shaders#1801) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * refactor(perfoverlay): remove color from "Other" and "Total" (community-shaders#1806) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(unified water): fix for mesh water jitter (community-shaders#1809) * fix: clear shader cache on plugin version change (community-shaders#1739) * feat(filewatcher): add hlsli tracking (community-shaders#1796) * feat(linear lighting): add ambient multiplier (community-shaders#1805) * fix(unified-water): underwater fog flicker (community-shaders#1807) * fix(UI): conflicting esc key on welcome hotkey dialogue (community-shaders#1811) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * chore(UI): add subtext font to tooltips (community-shaders#1810) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * build: bump streamline to 2.10.3 (community-shaders#1813) * build: resolve shader warnings (community-shaders#1818) * feat(ui): add combo hotkey support (community-shaders#1808) * feat: add feature constraints (community-shaders#1804) * build: update version to 1.4.8 (community-shaders#1802) * fix(VR): apply per eye upscaling (community-shaders#1819) - Split upscaling across each eye for correctness and to avoid DLSS failing over 8k x 8k limit - Changes HMD mask color to black to hide artifacts with fast movement * build: bump common lib to 4.2.0 (community-shaders#1821) Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> * fix(grass collision): catch trashed actor pointers (community-shaders#1765) * fix(weather editor): desynced override transitions (community-shaders#1820) * fix(upscaling): fix preset and allocation handling (community-shaders#1824) Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * build: remove linear lighting from core whilst in development (community-shaders#1826) * chore: bump version to 1.4.9 (community-shaders#1827) * fix: add back LLF core file and remove LL core file (community-shaders#1828) * fix: dont save shader debug toggles (community-shaders#1831) * fix: remove IBL from core, unfinished (community-shaders#1830) * chore: update version to 1.4.10 (community-shaders#1832) * chore(dynamic cubemaps): lessen normalisation darkening (community-shaders#1833) * chore(llf): remove LightsVisualisationMode settings loading (community-shaders#1834) * revert: "fix: dont save shader debug toggles (community-shaders#1831)" This reverts commit f55f195. * revert: "chore(llf): remove LightsVisualisationMode settings loading (community-shaders#1834)" This reverts commit b3db5a7. * fix: default enabledClasses true * build: bump version * feat(upscaling): custom DLSS preset (community-shaders#1837) * fix(weather editor): sync UI for full transition (community-shaders#1822) * fix(linearlighting): return correct buffer when ll feature off (community-shaders#1838) * fix(PBR): skip IrradianceToLinear on specular in vanilla (community-shaders#1839) * feat(weather editor): adjust slider ranges (community-shaders#1847) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(weather editor): replace volumetric Lighting RGB sliders with color picker (community-shaders#1846) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * fix(grass collision): collision radius math (community-shaders#1849) * chore: move new feature information into docs (community-shaders#1848) Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> * fix(ui): background blur with upscaling (community-shaders#1815) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * refactor: move some features to core (community-shaders#1852) * fix: fix blown out water specular (community-shaders#1853) * feat(weather editor): toggle hotkey (community-shaders#1856) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(color picker): add an original color reference to all color pickers (community-shaders#1857) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * perf(emat): alternate tweaks (community-shaders#1850) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather-editor): merge weather picker and editor (community-shaders#1845) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * chore(llf): remove LLF settings loading (community-shaders#1859) * feat: exponential height fog (community-shaders#1708) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather editor): block editor access in loading screens (community-shaders#1871) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(weather editor): improve weather picker UI and functionality (community-shaders#1863) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather editor): repurpose unsaved changes tracking (community-shaders#1860) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix: sync grass lighting defaults to match ENB (community-shaders#1844) * fix: stop shader compilation on game exit (community-shaders#1867) closes community-shaders#1130 * fix(weather editor): prevent inputs when editor is open (community-shaders#1872) * fix(weather editor): add ctd guards (community-shaders#1864) * feat(weather editor): remove WorldSpace widget and associated code (community-shaders#1878) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(vr): add OpenComposite menu support (community-shaders#1880) * revert: "feat(vr): add OpenComposite VR menu" (community-shaders#1881) * revert: "fix: stop shader compilation on game exit" (community-shaders#1882) * feat(vr): add OpenComposite menu support (community-shaders#1883) * feat(weather editor): add time controls (community-shaders#1877) * feat: add shadowmap rasterizer override (community-shaders#1690) * fix(weather editor): clear feature overrides with revert (community-shaders#1884) * feat(UI): Interior Only (community-shaders#1854) * fix(VR): fix Shadowmap Cascade Rasterizer (community-shaders#1888) * fix(unified water): distance calculation for raindrops & LOD fade (community-shaders#1890) * refactor: clarify core feature version mismatch text (community-shaders#1886) * fix: stop shader compilation on game exit (community-shaders#1885) * build: exclude hlsl tests from packaging (community-shaders#1894) * chore: disable feature constraints in dev mode (community-shaders#1893) * fix(vr): improve stereo UV handling (community-shaders#1899) * fix(weather editor): move esc key to native input system (community-shaders#1897) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * fix: move ResolveMonoUVForEye outside VR guard (community-shaders#1906) * fix(grass collision): validate actor (community-shaders#1905) Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> * fix(terrain shadows): height map regression (community-shaders#1911) * fix: util vertical fov math (community-shaders#1904) Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> * test: add float4 overload test (community-shaders#1902) * refactor: move all features to globals::game::calendar (community-shaders#1909) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> * fix(UI): resolution based font (community-shaders#1907) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather editor): make objects window be independently scrollable (community-shaders#1908) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(UI): consolidate searchbar to util and add to weather editor (community-shaders#1898) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(weather editor): add filled star for favourites. (community-shaders#1913) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(weather editor): add delete json button to objects window (community-shaders#1914) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(VR): resolution-based font (community-shaders#1923) * refactor: use depthbuffer helper (community-shaders#1925) * refactor: move TurboColormap into Color.hlsli (community-shaders#1924) * fix(weather editor): expand clickable area of feature override (community-shaders#1921) * feat(weather editor): enable snapping to viewport (community-shaders#1917) * feat(weather editor): highlight enabled cloud layers (community-shaders#1916) * fix(VR): SSGI discrepancies (community-shaders#1926) * feat: volumetric shadows (community-shaders#1874) * ci: enhance feature version audit (community-shaders#1927) * feat(weather editor): add filter options for objects window (community-shaders#1922) * feat(weather editor): sticky headers and scrollable content (community-shaders#1930) * fix(UI): ImGui scaling for borderless mode (community-shaders#1929) * ci: don't fail on feature audits (community-shaders#1934) * fix(pbr): use scrap heap allocation (community-shaders#1928) * chore(UI): add subsurface scattering to Interior Only (community-shaders#1932) * fix(weather editor): align highlights, fix tooltip (community-shaders#1918) * fix(ssgi): guard VR only compilation (community-shaders#1938) * build: update template to avoid extra directory (community-shaders#1812) * style: fix hlsl formatting (community-shaders#1939) * fix(UI): improve theme management UI flow (community-shaders#1933) closes community-shaders#1919 * build(deps): update pre-commit hooks (community-shaders#1768) * feat(UI): delete theme button (community-shaders#1940) * feat(UI): open log file button (community-shaders#1942) * fix(hair): marschner volumetric shadow tint (community-shaders#1944) * fix(VR): screen space shadows desync (community-shaders#1946) closes community-shaders#1840 * fix(VR): depth culling during upscaling/Terrain Blending (community-shaders#1858) * feat(VR): add edge detection for stereo blending (community-shaders#1948) * refactor: allocate trampoline once (community-shaders#1951) * fix(UI): PBR MATO color scale RGB settings corrected (community-shaders#1957) * fix(weather editor): guard against loadorder changes (community-shaders#1953) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: davo0411 <davidkehoe0411@outlook.com> * fix(UI): feature description text wrapping (community-shaders#1960) * fix(VR): exponential height fog stereo mismatch (community-shaders#1961) * chore: pbr consistency changes (community-shaders#1841) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: jiayev <l936249247@hotmail.com> * fix(skylighting): remove PBR lighting scale (community-shaders#1963) * fix(skysync): effect mesh blackout during shadow caster transitions (community-shaders#1965) * ci: fix wiki deletion with buffer update (community-shaders#1967) * feat(weather-editor): option to hide viewport (community-shaders#1970) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * test(shader): fallback to warp on invalidarg (community-shaders#1956) Co-authored-by: LukeFrankio <loren@example.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat: triplanar projected materials (community-shaders#1950) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(ao): better ao calculations (community-shaders#1968) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(pbr): fix improper kD terms (community-shaders#1971) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * perf(emat): tweak fade and shadow intensity (community-shaders#1892) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * feat(ibl): revamp ibl and dalc sh (community-shaders#1947) * build: bump commonlib to 4.7.1 (community-shaders#1977) * fix: upscaling monitor detection fixes (community-shaders#1978) * fix(weather editor): prevent overrides resetting settings (community-shaders#1980) * fix(VR): bad llf offset (community-shaders#1984) * perf: cache frequent ui checks (community-shaders#1985) * fix: preserve vanilla water TAA when no upscaler is active (community-shaders#1986) Co-authored-by: jturnley <jturnley@users.noreply.github.com> * fix(UI): first-time dialog fade affects all overlays (community-shaders#1976) * fix(skysync): remove sunlight fade and volumetric lighting overrides (community-shaders#1966) * refactor(HLSL): standardize epsilon constants (community-shaders#1992) closes community-shaders#1227 * feat(UI): require Shift to dock windows (community-shaders#1989) * fix(UI): input spam after alt-tab (community-shaders#1993) * fix(sky sync): early return for invalid cells (community-shaders#1991) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: jiayev <l936249247@hotmail.com> * fix(sky sync): remove undeclared variable (community-shaders#1994) * refactor(pbr): clear up semantics (community-shaders#1995) * fix(UI): scale layout values for high-DPI (community-shaders#1987) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * fix(water): hdr water taa blend (community-shaders#1988) * refactor(color): clarify gamma conversion functions (community-shaders#1996) * feat(ISL-editor): add light counters and fix filtering (community-shaders#1997) * fix(UI): DPI-aware window layouts (community-shaders#2000) * fix(weather-editor): save color palette window (community-shaders#2001) * refactor: centralize feature category names (community-shaders#2007) closes community-shaders#1265 Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com> Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com> * chore: bump versions (community-shaders#2010) * fix(water): sample history mask from current mask (community-shaders#2011) * chore(wetness-effects): set default MaxPuddleWetness to 1.5 (community-shaders#1981) Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> * feat(weather-editor): add free camera and play mode (community-shaders#2008) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> * build: bump versions and reduce false positives (community-shaders#2013) * fix(VR): LLF cluster building and culling (community-shaders#2012) * build: update to VS 2026 (community-shaders#1990) * ci: fix preset in vs2022 mode (community-shaders#2015) * ci: remove v2022 from shader jobs (community-shaders#2016) * feat(upscaling): integrate Streamline Reflex controls (community-shaders#1958) * fix(unified-water): BSWaterShaderProperty.plane (community-shaders#1998) --------- Co-authored-by: Skrubby Skrub In A Shrub <87662196+SkrubbySkrubInAShrub@users.noreply.github.com> Co-authored-by: SkrubbySkrubInAShrub <skrubbyskrubinashrub@gmail.com> Co-authored-by: doodlum <15017472+doodlum@users.noreply.github.com> Co-authored-by: jiayev <l936249247@hotmail.com> Co-authored-by: Dlizzio <77717521+Dlizzio@users.noreply.github.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@users.noreply.github.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> Co-authored-by: Bruce <44987693+brucenguyen@users.noreply.github.com> Co-authored-by: Copilot <198982749+Copilot@users.noreply.github.com> Co-authored-by: Dawntic <197450198+Dawntic@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> Co-authored-by: Alan Tse <alandtse@gmail.com> Co-authored-by: Vanni Giachin <vanni.giachin@qlik.com> Co-authored-by: zxcvbn <66063766+zndxcvbn@users.noreply.github.com> Co-authored-by: ParticleTroned <248299730+ParticleTroned@users.noreply.github.com> Co-authored-by: soda <130315225+soda3000@users.noreply.github.com> Co-authored-by: YtzyFvra <59631290+YtzyFvra@users.noreply.github.com> Co-authored-by: LukeFrankio <lorenzogrutzmann@gmail.com> Co-authored-by: LukeFrankio <loren@example.com> Co-authored-by: jturnley <32892261+jturnley@users.noreply.github.com> Co-authored-by: jturnley <jturnley@users.noreply.github.com> Co-authored-by: Igor Alan Albuquerque de Sousa <50077829+IgorAlanAlbuquerque@users.noreply.github.com> Co-authored-by: Matt Van Horn <mvanhorn@users.noreply.github.com> Co-authored-by: Matt Van Horn <455140+mvanhorn@users.noreply.github.com> Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
closes community-shaders#1840 (cherry picked from commit 249b0e6)
closes community-shaders#1840 (cherry picked from commit 249b0e6) (cherry picked from commit 8d3b9bf)
Summary by CodeRabbit
New Features
Improvements