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405 Commits over 395 Days - 0.04cph!

11 Months Ago
tweaks
11 Months Ago
Add emission support to localcoord shader
11 Months Ago
merge from ocean-edges-issue
11 Months Ago
mitigate water Z-fighting with terrain at shore
11 Months Ago
blend between two atmopsheric haze factors over height
11 Months Ago
merge from 2d-flickering-workaround
11 Months Ago
merge from main
11 Months Ago
Expose many more configurable properties
11 Months Ago
merge from main
11 Months Ago
merge from localcoord-blend-layer
11 Months Ago
- further tweaking - fix screen projection mode - coverage map tiling - worley noise in coverage detail layer
11 Months Ago
work around horrible flickering when in 2D editor view
11 Months Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
11 Months Ago
add metallic workflow version of LocalCoord Diffuse
11 Months Ago
move ApplyBlend4WayLayer into StandardLayers
11 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
12 Months Ago
further sunrise/sunset tweaks
12 Months Ago
merge from world_update_2
12 Months Ago
update defaults, ExecuteInEditMode, weather viewer
12 Months Ago
- take sun and ambient colors from proper TOD scattering components - make sunset/sunrise lighting on clouds MUCH prettier
12 Months Ago
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)
12 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
12 Months Ago
second noise layer for coverage
12 Months Ago
add configurable offsets for coverage and instability noise gen
12 Months Ago
per-sample fogging
1 Year 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
1 Year 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
1 Year Ago
add separate transition curves for different ocean override parameter groups
1 Year Ago
further progress
1 Year Ago
temporary manual z-test
1 Year Ago
incremental updates, respond to texsize change in editor
1 Year Ago
testing cloud improvements
1 Year Ago
merge from br-zone-water
1 Year Ago
merge from main
1 Year Ago
merge from terrain-smoothness
1 Year Ago
merge from world_update_2
1 Year Ago
merge from ocean-lightcolor-override
1 Year Ago
mrege from world_update_2
1 Year Ago
Merge from divesite-foliage-displace
1 Year Ago
Merge from world_update_2
1 Year Ago
BR zone lines display on water surface and terrain underneath
1 Year Ago
add optional material override for foliage displacement strength (replacing vertex color)
1 Year Ago
fix ocean light color override not working on directional light when playing in editor
1 Year Ago
add smoothness and specular reflectivity multipliers to splat base layers
1 Year Ago
update MapImageRenderer to match map shader water logic