userBriancancel

591 Commits over 607 Days - 0.04cph!

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
1 Year Ago
blend between two atmopsheric haze factors over height
1 Year Ago
merge from 2d-flickering-workaround
1 Year Ago
merge from main
1 Year Ago
Expose many more configurable properties
1 Year Ago
merge from main
1 Year Ago
merge from localcoord-blend-layer
1 Year Ago
- further tweaking - fix screen projection mode - coverage map tiling - worley noise in coverage detail layer
1 Year Ago
work around horrible flickering when in 2D editor view
1 Year Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
1 Year Ago
add metallic workflow version of LocalCoord Diffuse