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442 Commits over 456 Days - 0.04cph!

7 Months Ago
- 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
7 Months Ago
fix dimmed directional lighting in icon render scene (should also be fixed in all other places where this happens)
8 Months Ago
fix missing terrain textures in workshop editor scene
8 Months Ago
underwater colors river-ocean blend
8 Months Ago
lame mie masking for time being
8 Months Ago
fix for no biome map
8 Months Ago
add global reflection mults that work
8 Months Ago
fix missing sun mesh/stars/moon
8 Months Ago
remove unused LUT property from ClimateParameters
8 Months Ago
distance curve only on biome fog, not atmosphere
8 Months Ago
fix command buffer sort order
8 Months Ago
add fog distance curve
8 Months Ago
add fog color gradient
8 Months Ago
fix missing cs kernel
8 Months Ago
merge from jungle_update
8 Months Ago
fix water rendering issue on reduced render scale
8 Months Ago
biome fog ambient comes from averaged atmospheric scattering, biome fog applies to billboard clouds and background sky more correctly
8 Months Ago
add color scale parameter for stars
8 Months Ago
fix default caustics texture if no WaterSystem instance
8 Months Ago
merge from jungle_update
8 Months Ago
- integrate each biome fog separately rather than lerping between color/densities, biome fog density just drops off with biome weight - fog color alpha lerps to atmosphere color
8 Months Ago
progress on froxel-based fog, supporting spatially varying fog setups across biomes, also includes global atmosphere scattering
8 Months Ago
merge from underwater-effects
8 Months Ago
disable material/rig/animation import on new river mesh
8 Months Ago
merge from jungle_update
8 Months Ago
configurable caustics chroma separation, shader adjustments
8 Months Ago
caustics modulate sun light color rather than add separately
8 Months Ago
water caustics work for all water types, show up underwater, and receive shadows
8 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
8 Months Ago
restore changes
8 Months Ago
merge from jungle_update
8 Months Ago
fix jungle not appearing in terrain diffuse pyramid texture (fixes black terrain in jungle at low shader level)
8 Months Ago
revert underwater effects merge to figure out server issue
8 Months Ago
merge from underwater-effects
8 Months Ago
- color space fixup - fix water line lighting, have color+reflection match the water surface - remove old stuff
8 Months Ago
lerp according to cam velocity, add refraction to river surface
8 Months Ago
merge from jungle
8 Months Ago
don't lerp underwater params if we started outside of water or on first initialization
8 Months Ago
merge from jungle_update
8 Months Ago
lerp underwater scattering changes + refactor also fix misspelled material parameter in lake/river/moonpool shaders
8 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)
8 Months Ago
set up lake interior meshes + interior shader variant for lakes
8 Months Ago
use clip offset for rivers/lakes like ocean
8 Months Ago
fix river interior caps, inflate bounds more
8 Months Ago
underwater mask overlap between river and ocean handled correctly
8 Months Ago
progress on underwater effects using new way with underwater volume meshes
8 Months Ago
further underwater progress
8 Months Ago
merge from main
8 Months Ago
fix issue when reloading script in editor, remove old component properties
8 Months Ago
add biome overrides for river normal strength, also share biome weight fetching code