userBriancancel
branchrust_reboot/main/jungle_update/underwater-effectscancel

24 Commits over 31 Days - 0.03cph!

9 Months Ago
disable material/rig/animation import on new river mesh
9 Months Ago
merge from jungle_update
9 Months Ago
configurable caustics chroma separation, shader adjustments
9 Months Ago
caustics modulate sun light color rather than add separately
9 Months Ago
water caustics work for all water types, show up underwater, and receive shadows
9 Months Ago
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
9 Months Ago
restore changes
9 Months Ago
merge from jungle_update
9 Months Ago
- color space fixup - fix water line lighting, have color+reflection match the water surface - remove old stuff
9 Months Ago
lerp according to cam velocity, add refraction to river surface
9 Months Ago
merge from jungle
9 Months Ago
don't lerp underwater params if we started outside of water or on first initialization
9 Months Ago
merge from jungle_update
9 Months Ago
lerp underwater scattering changes + refactor also fix misspelled material parameter in lake/river/moonpool shaders
10 Months Ago
progress on underwater effect scattering+extinction matching water surface, based on water body camera is currently within works with river biome blends still need to lerp parameter changes (like when going from river into ocean)
10 Months Ago
set up lake interior meshes + interior shader variant for lakes
10 Months Ago
use clip offset for rivers/lakes like ocean
10 Months Ago
fix river interior caps, inflate bounds more
10 Months Ago
underwater mask overlap between river and ocean handled correctly
10 Months Ago
progress on underwater effects using new way with underwater volume meshes
10 Months Ago
further underwater progress
10 Months Ago
water mask culling progress
10 Months Ago
fix compute shader error
10 Months Ago
progress on working underwater effects for rivers/lakes also add ushort encoding/decoding to BitUtility, and ushort variant of Write() to RawWriter