3 Years Ago
Merge h2o into h2o staging for integration testing Adjust tunnel combined light for water on construct and remove old water sceneobject Move all sdfreflection code to shared code temp way to pass proxy mesh constants to main pipeline, batch them later only pass raytracing includes with D_HIGH_QUALITY_REFLECTIONS enabled Pass AoProxyConstantBuffer in scenesystem Move sbox_water to water, make shaders load without sbox_ prefix pass sunlight constants on a static sunlight Pass object velocity to splash calculation Tidy up watersceneobject setting combos properly, fix material view, deprecate watersea Change parameters of default water material Disable reflections by default on water Add water material property, fix some things with reflection and splash Add water properties in construct vmap Shader objects for water Remove debug print Update watersplash_cs.vfx with our shared includes Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> Use our shared includes on water vfx Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> Unroll loop in water.shared Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> delete test_sdfreflections Refactor water with needed changes, move Water to Experimental folder, make planar reflection generic Move ripples to a combo Remove high quality reflections from this branch Use generic AddCube function instead of reimplementing it Make debugview internal Make combos in water a bool rather than byte Merge branch 'master' into h2ostaging Merge pull request #124 from Facepunch/h2ostaging New Water