220 Commits over 242 Days - 0.04cph!
better biome fog start height calculation, remove range clamp from some WeatherPreset sliders
performance tweaks, block sun by clouds in reflection probe
fix reversed noise channel order
- randomize weather noise offsets for variety
- respect render scale/dlss scaling
- sun and ambient improvements
proj matrix fixup, fix weather map noise tiling, more cleanup
- compute ambient from averaged sky light over hemisphere
- ambient lighting improvements for better 3d-ness
- better shadow application on world (no longer tied to cascades, also shadows transparents)
- better transitions (old clouds dissipate and new ones grow, rathern than lerping the two maps)
- code cleanup
add way to override weather profile with live editing support
Move FogMultiplier to WeatherPreset
testing out TOD fogginess as a separate fog medium from base atmospheric scattering, better fog start height calculation
make tod sun/moon mesh brightness configurable in edit/play mode
- big ocean fragment shader performance improvement (section of code that didn't need to be computed per fragment was more than doubling ocean draw time)
- hide ocean under rivers
- fix caustics being burned into screen when disabling water layer
fix dimmed directional lighting in icon render scene (should also be fixed in all other places where this happens)
fix missing terrain textures in workshop editor scene
underwater colors river-ocean blend
lame mie masking for time being
add global reflection mults that work
fix missing sun mesh/stars/moon
remove unused LUT property from ClimateParameters
distance curve only on biome fog, not atmosphere
fix command buffer sort order
fix water rendering issue on reduced render scale
biome fog ambient comes from averaged atmospheric scattering, biome fog applies to billboard clouds and background sky more correctly
add color scale parameter for stars
fix default caustics texture if no WaterSystem instance
- integrate each biome fog separately rather than lerping between color/densities, biome fog density just drops off with biome weight
- fog color alpha lerps to atmosphere color
progress on froxel-based fog, supporting spatially varying fog setups across biomes, also includes global atmosphere scattering
merge from underwater-effects
disable material/rig/animation import on new river mesh
configurable caustics chroma separation, shader adjustments
caustics modulate sun light color rather than add separately
water caustics work for all water types, show up underwater, and receive shadows
make underwater colors/scattering much more consistent with water surface
also make water surface from below look better/more consistent with top for translucent water
fix jungle not appearing in terrain diffuse pyramid texture (fixes black terrain in jungle at low shader level)