331 Commits over 303 Days - 0.05cph!
remove unused textures, fix moon lighting transition
use configured step count again
add back option/convar removed during merge
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
- implemented god rays as mask for mie scattering fog
- fixed weird pre-multplied alpha
- refactor to share code
- render properly in reflection probe
- output texture stores scalar light energies rather than combined RGB lighting, combined later in display shader
- put ranges on noise gen params
- add ground albedo parameter
- test different way of combining noises for weather
support uv2 for emission and detail layer on Rust/Standard
- adjust ray march step count for the different quality levels, 128 at highest, 56 at lowest
- add jittering to ray origin to disguise artifacts from lower step counts, with jittering intensity reduced towards horizon to prevent too much noise
- fix slow render target resizing
- fix reprojection issues
- adjustments
- only regenerate previous/target weather textures if the states change
- do moon lighting
- add convar to force a cloud config
- other shader adjustments
- Integrate clouds with WeatherPreset/Climate. Cloud configs transition with weather. Randomly chosen from list of configs on WeatherPreset or default list in Climate. Presets can also include a storm/overcast region.
- Weather map scrolling uses EnvSync time
- Some other adjustments
Increase cloud atmospheric haze with TOD_Fogginess
- added convar + option to experimental settings for clouds, off by default, renders billboards if off
- initial basic temporal upscaling, renders full res cloud image over 16 frames, some issues to iron out but significantly improves performance
- add cirrus clouds and configurations for them
- fix sun mesh not being occluded by clouds
- fix cloud display mesh sorting
- further configurable parameters
- clean up/organize code
Unify layer tool: implement manual undo/redo stack (works around issue with unity's undo where some meshes get messed up if any changes are undone on them)
move clouds to branch off main
- clouds can cast approximate shadows on world
- add exposure/contrast parameters
- add dedicated configuration for coverage worley
- adjust atmospheric haze mie scattering
Add emission support to localcoord shader
merge from ocean-edges-issue
mitigate water Z-fighting with terrain at shore
blend between two atmopsheric haze factors over height
merge from 2d-flickering-workaround
Expose many more configurable properties
merge from localcoord-blend-layer
- further tweaking
- fix screen projection mode
- coverage map tiling
- worley noise in coverage detail layer
work around horrible flickering when in 2D editor view
support applying vertex color/alpha on Standard Packed Mask Blend
color and/or alpha be applied to albedo color, ao, or neither
add metallic workflow version of LocalCoord Diffuse
move ApplyBlend4WayLayer into StandardLayers
add blend layer support to localcoord diffuse shader
disable TOD dithering, redundant on top of global post process dither
Fix player copy tool material disk cache comparison (last issue)
merge from media_projects
Increase prominence of wisps
- get sun color from proper components
- sharpen density curve to improve definition
- also sharpen density-coverage falloff curve
- better approximation of inner glow/multiple scattering and ambient scattering
- add cloud config preset system, presets can be transitioned between
- add presets: scattered, sparse, thin, thin2
- weather map moves with wind vector and skews coverage shapes
- don't follow the camera Y component, just XZ
- more lighting and shaping tweaks
- add editor window to view live weather map
- set up proper gameobject+mesh under sky dome to display the render
unify layer tool:
- save/load for configuration
- add toggleable gizmo to visualize radius
- add scene filter
- UI updates
further sunrise/sunset tweaks
merge from world_update_2
update defaults, ExecuteInEditMode, weather viewer
- take sun and ambient colors from proper TOD scattering components
- make sunset/sunrise lighting on clouds MUCH prettier