ITADN

版本发布 2

Release v0.7.0v0.7.0
? · 2026-04-01

## What's Changed * Update Cargo.toml (3093f14) * Update Cargo.lock (0a6e82e) * Tune night ocean params and simplify water shaders (c71dab7) * Revert "Tweaks" (f36ce9d) * Tweaks (ebfb9c1) * Add adjustable wave_scale to water simulation (7a10ed1) * Update update.frag.wgsl (36a7271) * Add downcasting support for render passes (45918e1) * Update oil_rig_night.rs (67bd367) * Add water sim dynamics, wind and shader fixes (c567976) * Merge pull request #36 from Far-Beyond-Pulsar/feature/water_overhaul (9121ff7) * Add underwater post-process WGSL shader (e043421) * Merge pull request #35 from Far-Beyond-Pulsar/feature/water_overhaul (ce12a6c) * Update underwater_fog.wgsl (33bb1b6) * Update underwater_fog.wgsl (955f26e) * Update underwater_fog.wgsl (652a92c) * Add underwater post-process shader and pipeline (febbc78) * Update volume_walls.wgsl (4e2638d) * Update volume_walls.wgsl (161c32c) * Update volume_walls.wgsl (6e9f3cc) * Update volume_walls.wgsl (ffd2c6e) * Update volume_walls.wgsl (723e1b3) * Refactor water volume shader UVs and shading (be73c14) * Make volume walls fully opaque and write depth (85b9a0c) * Update volume_walls.wgsl (67b844c) * Update volume_walls.wgsl (81e4648) * Add volumetric water walls rendering (1ae463f) * Relax SSR hit test, debug step size & fallbacks (accf950) * Improve SSR ray marching and depth test (f835ea5) * Use depth texture copy for SSR sampling (a57cc57) * Update actor.rs (202341d) * Add SSR for underwater reflections with fallback (9a26829) * Add screen-space reflections (SSR) to water shaders (4ab89ff) * Add SSR params and G-Buffer/depth fallbacks (16c5726) * Use scene depth attachment for water passes (2d78e23) * Manual depth test using depth texture (558033a) * Elastic bouncing ball and water depth test (4afae93) * Update indoor_cathedral_water.rs (43b33be) * Remove pool shader; add screen-space refraction (e3ed5b1) * Port water shaders to webgpu-water reference (f1f4502) * Update graph.rs (395ca07) * Update lib.rs (d288eb6) * Update lib.rs (4e9834a) * Update surface_above.wgsl (7f40528) * Add water rendering passes, shaders & pipelines (dba1c3a) * Remove extra water rendering passes (754383a) * Add water simulation pass and default water volume (83b5dce) * Add helio-pass-water-sim; remove old water passes (2268ab8) * Copy depth buffer for water SSR (0e6c5d0)

Release v0.1.8v0.1.8
? · 2026-03-04

## What's Changed * Update deferred_lighting.wgsl (c46a0be) * Smooth light fade-in and GPU distance fade (4d5267b) * Switch to GPU-driven lighting (remove clustering) (8923d7f) * Add render-loop timing and diagnostics (2bb4a6c) * Add frame-to-frame latency tracking and reporting (8b4a5a3) * Add light benchmark and GPU timing toggle (0d5f66a) * Add deferred renderer: G-buffer + lighting pass (cf7fc59) * Update geometry.wgsl (e4bde9b) * Use receiver depth bias; remove spot culling (ab2c774) * Update geometry.wgsl (461c731) * Update geometry.wgsl (255111a) * Add spot-light cone culling to shadow pass (a3e437f) * Revert "Narrow spot light cones in example scenes" (d54ee50) * Narrow spot light cones in example scenes (b56441c) * Print GPU timings on background thread (e98e42c) * Add per-face GPU scopes and improve profiler print (dba0703) * Add spot lights and shadow culling (e312911) * Pretty-print GPU timings and scope shadow lights (cea3c66) * Use ping-pong history for radiance cascades (c6578ad) * Add GPU profiling scopes to render passes (720fe1a) * Skip unused shadow faces via per-light counts (a5227d1) * Add GPU pass profiler using TIMESTAMP_QUERY (ca1df21) * Store spotlight angles; optimize radiance tracing (024707e) * Optimize radiance tracing and spot light data (1b36bed) * Use trilinear interpolation for RC probes (377a782) * Match shadow atlas to scene light count (588431a) * Fix rc_trace normal and shadow pass bias (0fb86c4) * Optimize radiance cascade sampling & BLAS builds (c8cb7a4) * Debugger updates (160058e) * Embed billboard sprites and add probe toggle (762bd1f) * Add new example scenes and Cargo entries (1d1f641)