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368 Commits over 334 Days - 0.05cph!

8 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
8 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
8 Months Ago
merge from main
8 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
8 Months Ago
Increase cloud atmospheric haze with TOD_Fogginess
8 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
8 Months Ago
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)
8 Months Ago
forgot a file
8 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
8 Months Ago
tweaks
8 Months Ago
Add emission support to localcoord shader
8 Months Ago
merge from ocean-edges-issue
8 Months Ago
mitigate water Z-fighting with terrain at shore
8 Months Ago
blend between two atmopsheric haze factors over height
9 Months Ago
merge from 2d-flickering-workaround
9 Months Ago
merge from main
9 Months Ago
Expose many more configurable properties
9 Months Ago
merge from main
9 Months Ago
merge from localcoord-blend-layer
9 Months Ago
- further tweaking - fix screen projection mode - coverage map tiling - worley noise in coverage detail layer
9 Months Ago
work around horrible flickering when in 2D editor view
9 Months Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
9 Months Ago
add metallic workflow version of LocalCoord Diffuse
9 Months Ago
move ApplyBlend4WayLayer into StandardLayers
9 Months Ago
add blend layer support to localcoord diffuse shader
9 Months Ago
disable TOD dithering, redundant on top of global post process dither
9 Months Ago
Fix player copy tool material disk cache comparison (last issue)
9 Months Ago
merge from media_projects
9 Months Ago
further progress
9 Months Ago
Increase prominence of wisps
9 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
9 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
9 Months Ago
unify layer tool: - save/load for configuration - add toggleable gizmo to visualize radius - add scene filter - UI updates
9 Months Ago
further sunrise/sunset tweaks
9 Months Ago
merge from world_update_2
9 Months Ago
update defaults, ExecuteInEditMode, weather viewer
9 Months Ago
- take sun and ambient colors from proper TOD scattering components - make sunset/sunrise lighting on clouds MUCH prettier
9 Months Ago
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)
9 Months Ago
fix material issues with PlayerCopyTool
10 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
10 Months Ago
second noise layer for coverage
10 Months Ago
add configurable offsets for coverage and instability noise gen
10 Months Ago
per-sample fogging
10 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
10 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
10 Months Ago
add separate transition curves for different ocean override parameter groups
10 Months Ago
further progress
10 Months Ago
temporary manual z-test
10 Months Ago
incremental updates, respond to texsize change in editor
10 Months Ago
testing cloud improvements