Garry's Mod

Garry's Mod

GShader Library
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更新:9 月 23 日 @ 上午 6:04
Evgeny Akabenko 發表

FAS2 adaptation

更新:9 月 23 日 @ 上午 5:29
Evgeny Akabenko 發表

Fog optimisation

更新:9 月 21 日 @ 下午 6:16
Evgeny Akabenko 發表

- Fog Mask optimisation.
New function:

function shaderlib.GetViewProjZ(viewData) if !ismatrix(viewData) then viewData = shaderlib.GetViewProjMatrix(viewData) end return Vector4( viewData:GetField( 3,1 ), viewData:GetField( 3,2 ), viewData:GetField( 3,3 ), viewData:GetField( 3,4 ) ) end

更新:9 月 21 日 @ 下午 1:25
Evgeny Akabenko 發表

- Fixed Physgun effect
- Added Normal two pass smooth (Guided filter)

更新:9 月 15 日 @ 上午 6:07
Evgeny Akabenko 發表

Fixed bugs

更新:9 月 14 日 @ 上午 6:26
Evgeny Akabenko 發表

Fixed linux errors.

更新:9 月 14 日 @ 上午 6:24
Evgeny Akabenko 發表

GShader library update
Several methods for obtaining _rt_Bump (RGB888) bumps from color shades in the current frame have been developed. Edge defect elimination methods from normal reconstruction methods have been applied:
- Simple: Bumps are obtained by just one texture sampling, which is suitable for integrated video cards, but has poor quality (4th screen).
- 3TAP: TAP methods are a balance between quality and performance (1st screen).
- 4TAP
- Accurate: The best method for bump reconstruction. It eliminates defects on the edges of geometry when creating bumps (3rd screen).

The choice of bump reconstruction type depends on the choice of normal reconstruction. That is, the type of reconstruction you choose for normals will be applied to bumps. Exception: The Improved method for creating bumps has not yet been developed. This method would be second in quality after the Accurate method. The Improved method will be developed in the future.

The bump render target will be useful in the future for creating:
- Screen Space Reflexions (SSR) - to achieve better reflections.
- Screen Space Directional Occlusion (SSDO) or Screen Space Global Illumination (SSGI) - to create more realistic lighting.
- If desired, you can also calculate lighting from dynamic light sources Paraboloid Point Light, if there are any brave souls.

I recommend converting _rt_Bump to tangent space using the _rt_NormalsTangents render target during shader development, or working in screen space.

更新:9 月 13 日 @ 上午 10:08
Evgeny Akabenko 發表

Added:

  • DXVK fog fix.
  • RESHADE, DGVOODOO, DXVK detection.
  • Video card detection if user have Reshade: function system.GetVendorID() and system.GetDriverName().

更新:9 月 9 日 @ 下午 5:25
Evgeny Akabenko 發表

DXVK detect

更新:9 月 9 日 @ 下午 5:18
Evgeny Akabenko 發表

DXVK detect