300 Commits over 273 Days - 0.05cph!
optimize FindActiveWaterBodies()
fix water rendering issues on macOS
tube lights wip implementation
atmosphere height falloff
apply biome fog to cloud layer
add biome fog ambient saturation mult to weather presets
cache the terrain map preprocessing
fix missing cloud layer, also respect weather overrides from editor when live editing
add back relief mapping stuff that was accidentally reverted in prior merges
fix submarine underwater fog (WaterWindow)
preprocess terrain maps, per weather distance curve
vclouds atmospheric occlusion in reflection probe as well
add shore distance falloff control for biome fogs
add more parameters to control biome fog lighting
fix missing billboard clouds if vclouds are initially off
wind shear animation, fix shadow map when vclouds off
fix missing shore vector texture in ocean vface calc
put mie scattering in remaining far field
fog light color includes ray color
cloud/atmosphere/fog interactions, shadows on biome fog
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