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support inverted depth #10

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mrgreywater opened this issue Mar 14, 2016 · 2 comments
Open

support inverted depth #10

mrgreywater opened this issue Mar 14, 2016 · 2 comments

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@mrgreywater
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mrgreywater commented Mar 14, 2016

TressFX currently uses D3D11_COMPARISON_LESS_EQUAL for z-order comparison. [Reference]

The z-ordering should be optionally D3D11_COMPARISON_GREATER_EQUAL; either via preprocessor definition or TressFX_Desc option. This also requires changes to make sure the ordering of transparent hair strands works correctly.

rationale:
Many engines used in popular games (including GTA V, Witcher 3, Just Cause 2) use inverted (and sometimes logarithmic) depth buffers to increase depth precision.
See

@jstewart-amd
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Good point. We will add this to the backlog.

@mrgreywater
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mrgreywater commented Dec 5, 2016

Since I haven't heard back from you but need this feature for my next project, I started implementing it here: mrgreywater@116150b (F5 to toggle inverse depth)

Inverse depth is working for the default configuration, but it doesn't yet support ShortCut or inverting the shadow maps.

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