321 Commits over 303 Days - 0.04cph!
fix jungle not appearing in terrain diffuse pyramid texture (fixes black terrain in jungle at low shader level)
revert underwater effects merge to figure out server issue
merge from underwater-effects
- color space fixup
- fix water line lighting, have color+reflection match the water surface
- remove old stuff
lerp according to cam velocity, add refraction to river surface
don't lerp underwater params if we started outside of water or on first initialization
lerp underwater scattering changes + refactor
also fix misspelled material parameter in lake/river/moonpool shaders
progress on underwater effect scattering+extinction matching water surface, based on water body camera is currently within
works with river biome blends
still need to lerp parameter changes (like when going from river into ocean)
set up lake interior meshes + interior shader variant for lakes
use clip offset for rivers/lakes like ocean
fix river interior caps, inflate bounds more
underwater mask overlap between river and ocean handled correctly
progress on underwater effects using new way with underwater volume meshes
further underwater progress
fix issue when reloading script in editor, remove old component properties
add biome overrides for river normal strength, also share biome weight fetching code
water mask culling progress
progress on working underwater effects for rivers/lakes
also add ushort encoding/decoding to BitUtility, and ushort variant of Write() to RawWriter
- add biome overrides for river material parameters (blends to different parameters as river travels through biomes)
- expose subsurface parameters on all water types (instead of sharing with ocean)
fix rasterization of manually double-sided LOD3s
atmosphere experimentation
alpha dilation in empty uv space, clamp wrapping on output textures
auto-set save dir to textures subfolder of prefab path, allow choosing which textures to bake
fix decals RTs when 0 decals
auto-set file prefix from prefab name
account for alpha tested overlays
subsurface, more shader params, and experimenting with reflective glow
eye shader beginnings (parallax iris and two layer specular)
clean up decal mesh collider
mesh decal support in working order
add file prefix and ray setback settings, ui cleanup
fix indices > 16 bits, allow null materials (omits submesh)
opaque bg except for missed rays
dilate palette textures, fixes black pixels bleeding into bilinear sampling at ray intersection
merge from ase-camdepth-fix
work around duplicate _CameraDepthTexture definition in ASE with our templates