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582 Commits over 607 Days - 0.04cph!

1 Year Ago
update defaults, ExecuteInEditMode, weather viewer
1 Year Ago
- take sun and ambient colors from proper TOD scattering components - make sunset/sunrise lighting on clouds MUCH prettier
1 Year Ago
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)
1 Year Ago
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
1 Year Ago
second noise layer for coverage
1 Year Ago
add configurable offsets for coverage and instability noise gen
1 Year Ago
per-sample fogging
1 Year Ago
- 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
1 Year Ago
- 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
1 Year Ago
add separate transition curves for different ocean override parameter groups
1 Year Ago
further progress
1 Year Ago
temporary manual z-test
1 Year Ago
incremental updates, respond to texsize change in editor
1 Year Ago
testing cloud improvements
1 Year Ago
merge from br-zone-water
1 Year Ago
merge from main
1 Year Ago
merge from terrain-smoothness
1 Year Ago
merge from world_update_2
1 Year Ago
merge from ocean-lightcolor-override
1 Year Ago
mrege from world_update_2
1 Year Ago
Merge from divesite-foliage-displace
1 Year Ago
Merge from world_update_2
1 Year Ago
BR zone lines display on water surface and terrain underneath
1 Year Ago
add optional material override for foliage displacement strength (replacing vertex color)
1 Year Ago
fix ocean light color override not working on directional light when playing in editor
1 Year Ago
add smoothness and specular reflectivity multipliers to splat base layers
1 Year Ago
update MapImageRenderer to match map shader water logic
1 Year Ago
add some shading to areas of map with steeper terrain slopes (cliffs)
1 Year Ago
- tweak blend start distance - renormalize interped normals - add back river normal tangentToWorld xform - small cleanup
1 Year Ago
merge from world_update_2
1 Year Ago
further progress on river to ocean blending
1 Year Ago
progress on river to ocean blending