582 Commits over 607 Days - 0.04cph!
update defaults, ExecuteInEditMode, weather viewer
- take sun and ambient colors from proper TOD scattering components
- make sunset/sunrise lighting on clouds MUCH prettier
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)
add cinematic tool to unify layers of renderables near a light source
allows for a light source to be isolated to just the player, for example, while staying under the max number of excluded layers
second noise layer for coverage
add configurable offsets for coverage and instability noise gen
- further cloud density+lighting model experimenting
- add noise generator for the 2D cloud map (controlling coverage and cloud type), values can be tweaked and texture regenerated at runtime
- clean up
- Further cloud experimenting/prototyping
- Set up proper render order for output texture (mesh in front of sky dome/sun/moon/stars)
- Set up shader to render clouds into reflection probe
- Better partial update pattern
add separate transition curves for different ocean override parameter groups
incremental updates, respond to texsize change in editor
testing cloud improvements
merge from terrain-smoothness
merge from world_update_2
merge from ocean-lightcolor-override
mrege from world_update_2
Merge from divesite-foliage-displace
Merge from world_update_2
BR zone lines display on water surface and terrain underneath
add optional material override for foliage displacement strength (replacing vertex color)
fix ocean light color override not working on directional light when playing in editor
add smoothness and specular reflectivity multipliers to splat base layers
update MapImageRenderer to match map shader water logic
add some shading to areas of map with steeper terrain slopes (cliffs)
- tweak blend start distance
- renormalize interped normals
- add back river normal tangentToWorld xform
- small cleanup
merge from world_update_2
further progress on river to ocean blending
progress on river to ocean blending