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501 Commits over 546 Days - 0.04cph!

1 Year Ago
submesh/multiple material support
1 Year Ago
initial lod baking tool
1 Year Ago
remove/disable unused stuff
1 Year Ago
merge from main
1 Year Ago
reset weather update sequences when enabling clouds
1 Year Ago
fix terrain paint layer shader error
1 Year Ago
merge from main
1 Year Ago
more changes
1 Year Ago
merge from more-terrainblend-support
1 Year Ago
make ambient configurable again, add ambient saturation param, add weather profile lighting overrides
1 Year Ago
revert cirrus ms
1 Year Ago
merge from main
1 Year Ago
adjustments, fix server compile errors
1 Year Ago
default config updates, slight clean up
1 Year Ago
fix BicubicFetch for non-square textures
1 Year Ago
resolution scaling with quality level, tweak quality level step counts
1 Year Ago
fix cirrus fog, try to improve weather transition lerping
1 Year Ago
Add terrain blend layer to standard 4-way and packed mask blend, reduce terrain sampler slot usage
1 Year Ago
adjustments, clean up
1 Year Ago
horizon angle fog
1 Year Ago
fog adjustment, remove commented out stuff
1 Year Ago
fixed tiling of weather map
1 Year Ago
merge from main
1 Year Ago
fix cloud shadow map with new ground radius
1 Year Ago
missed this
1 Year Ago
add some configs
1 Year Ago
remove unused textures, fix moon lighting transition
1 Year Ago
use configured step count again
1 Year Ago
add back option/convar removed during merge
1 Year 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)
1 Year Ago
merge from main
1 Year 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
1 Year Ago
merge from main
1 Year Ago
- put ranges on noise gen params - add ground albedo parameter - test different way of combining noises for weather
1 Year Ago
fix uv2
1 Year Ago
support uv2 for emission and detail layer on Rust/Standard
1 Year Ago
saving work
1 Year Ago
merge from main
1 Year 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
1 Year Ago
- only regenerate previous/target weather textures if the states change - do moon lighting - add convar to force a cloud config - other shader adjustments
1 Year Ago
merge from main
1 Year 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
1 Year Ago
Increase cloud atmospheric haze with TOD_Fogginess
1 Year 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
1 Year Ago
forgot a file
1 Year 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
1 Year Ago
tweaks
1 Year Ago
Add emission support to localcoord shader
1 Year Ago
merge from ocean-edges-issue
1 Year Ago
mitigate water Z-fighting with terrain at shore