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372 Commits over 365 Days - 0.04cph!

7 Months Ago
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)
8 Months Ago
merge from main
8 Months Ago
- 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
8 Months Ago
merge from main
8 Months Ago
- put ranges on noise gen params - add ground albedo parameter - test different way of combining noises for weather
8 Months Ago
fix uv2
8 Months Ago
support uv2 for emission and detail layer on Rust/Standard
9 Months Ago
saving work
9 Months Ago
merge from main
9 Months Ago
- 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
9 Months Ago
- only regenerate previous/target weather textures if the states change - do moon lighting - add convar to force a cloud config - other shader adjustments
9 Months Ago
merge from main
9 Months Ago
- 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
10 Months Ago
Increase cloud atmospheric haze with TOD_Fogginess
10 Months Ago
- 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
10 Months Ago
forgot a file
10 Months Ago
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
10 Months Ago
tweaks
10 Months Ago
Add emission support to localcoord shader
10 Months Ago
merge from ocean-edges-issue
10 Months Ago
mitigate water Z-fighting with terrain at shore
10 Months Ago
blend between two atmopsheric haze factors over height
10 Months Ago
merge from 2d-flickering-workaround
10 Months Ago
merge from main
10 Months Ago
Expose many more configurable properties
10 Months Ago
merge from main
10 Months Ago
merge from localcoord-blend-layer
10 Months Ago
- further tweaking - fix screen projection mode - coverage map tiling - worley noise in coverage detail layer
10 Months Ago
work around horrible flickering when in 2D editor view
10 Months Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
10 Months Ago
add metallic workflow version of LocalCoord Diffuse
10 Months Ago
move ApplyBlend4WayLayer into StandardLayers
10 Months Ago
add blend layer support to localcoord diffuse shader
11 Months Ago
disable TOD dithering, redundant on top of global post process dither
11 Months Ago
further progress
11 Months Ago
Increase prominence of wisps
11 Months Ago
- 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
11 Months Ago
- 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
11 Months Ago
further sunrise/sunset tweaks
11 Months Ago
merge from world_update_2
11 Months Ago
update defaults, ExecuteInEditMode, weather viewer
11 Months Ago
- take sun and ambient colors from proper TOD scattering components - make sunset/sunrise lighting on clouds MUCH prettier
11 Months Ago
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)
11 Months 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
11 Months Ago
second noise layer for coverage
11 Months Ago
add configurable offsets for coverage and instability noise gen
11 Months Ago
per-sample fogging
11 Months 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
12 Months 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
12 Months Ago
add separate transition curves for different ocean override parameter groups