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hifi: #19351 Atmosphere shaders should be handled per-pixel instead of per-vertex.

Most hardware can easily handle something like atmospheric shaders in realtime on a per-pixel basis, vastly improving the quality of atmospheric shading. Don't take my word for it though, take a look at the attached screenshots!

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  • 5 yrs, 10 mnths ago

    Geenz added item #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.. Status set to Suggested .
  • 5 yrs, 10 mnths ago

    Geenz uploaded an attachment to #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex. - https://worklist.net/uploads/0aaa0fc0-d9ec-346e.png
  • 5 yrs, 10 mnths ago

    A bid was placed on item #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex..Status set to SuggestedWithBid.
  • 5 yrs, 10 mnths ago

    Philip accepted 40.00 from Geenz on item #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.. Status set to Working.
  • Cool screens... is it possible that this will be too GPU intensive on some machines, and should therefore be an option (Pixel shading)
  • Judging from the shaders, no. The shaders aren't terribly ALU intensive, and from my measurements it should scale well enough on most hardware. The only case where they may need to be dumbed down would be on mobile hardware, but you'd want to resort to texture lookups for this sort of thing there anyways. Honestly, the current naive approach to rendering voxels would probably be more intensive than these updated atmospheric shaders.
  • 5 yrs, 10 mnths ago

    Philip posted a comment on issue #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.
  • 5 yrs, 10 mnths ago

    Geenz posted a comment on issue #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.
  • 5 yrs, 10 mnths ago

    Geenz updated item #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.. sandbox url : https://github.com/Geenz/hifi/tree/19351 Status set to Functional.
  • 5 yrs, 10 mnths ago

    Geenz posted a comment on issue #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.
  • Hi Geenz... looks great and runs fast for me. One problem though, there is a visual artifact in the 'big' atmosphere that you see at the ground plane... I've attached a couple screens, there seems to be something over 180 degrees of rotation in one hemisphere where the effect erroneously repeats - or something like that.
  • I noticed that after playing with the new gravity stuff. My guess is that this artifact doesn't show up in the per-vertex version due to a lack of vertex density. My principle fear with taking that bug on is this may end up going from shader modification to developing a new atmospheric rendering setup ditching the current shaders altogether (not that it would be a bad thing; there's a few "weird" things in general with any version of these shaders when it comes to attenuation and sun position that you just don't see in a real environment).

    Perhaps we could expand development a bit on the atmopheric side of things?
  • Oh, and additional comment on the artifact: the creator of these shaders doesn't seem to have expected that anyone would ever look down and see nothing but atmosphere. The expectation by the author is that these would only be used for the sky.
  • 5 yrs, 10 mnths ago

    Philip posted a comment on issue #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.
  • 5 yrs, 10 mnths ago

    Philip uploaded an attachment to #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex. - https://worklist.net/uploads/0aaa0fc0-c92f-a19f.png
  • 5 yrs, 10 mnths ago

    Philip uploaded an attachment to #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex. - https://worklist.net/uploads/0aaa0fc0-c828-69de.png
  • 5 yrs, 10 mnths ago

    Philip updated item #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.. Status set to Working.
  • 5 yrs, 10 mnths ago

    Geenz posted a comment on issue #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.
  • 5 yrs, 10 mnths ago

    Geenz posted a comment on issue #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.
  • I'd be fine with you adding some additional fees to cover developing for the case where one is looking downward at the atmosphere. Can you come up with a solution?
  • I'll have to think about it a bit. For now I'll close the merge request until I have a better idea of what can be done with the current setup, and if I can fix the problem with the current implementation instead of doing a whole new one.
  • 5 yrs, 10 mnths ago

    Philip posted a comment on issue #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.
  • 5 yrs, 10 mnths ago

    Geenz posted a comment on issue #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.
  • 5 yrs, 10 mnths ago

    Geenz added a fee of $105 to item #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex..
  • 5 yrs, 10 mnths ago

    Geenz updated item #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.. sandbox url : https://github.com/Geenz/hifi/tree/19351 Status set to Functional.
  • Can someone mark this as done?
  • 5 yrs, 10 mnths ago

    Geenz posted a comment on issue #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.
  • 5 yrs, 10 mnths ago

    Philip updated item #19351: Atmosphere shaders should be handled per-pixel instead of per-vertex.. Status set to Done.
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