202 Commits over 212 Days - 0.04cph!
Expose many more configurable properties
merge from localcoord-blend-layer
- further tweaking
- fix screen projection mode
- coverage map tiling
- worley noise in coverage detail layer
work around horrible flickering when in 2D editor view
support applying vertex color/alpha on Standard Packed Mask Blend
color and/or alpha be applied to albedo color, ao, or neither
add metallic workflow version of LocalCoord Diffuse
move ApplyBlend4WayLayer into StandardLayers
add blend layer support to localcoord diffuse shader
disable TOD dithering, redundant on top of global post process dither
Fix player copy tool material disk cache comparison (last issue)
merge from media_projects
Increase prominence of wisps
- 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
- 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
unify layer tool:
- save/load for configuration
- add toggleable gizmo to visualize radius
- add scene filter
- UI updates
further sunrise/sunset tweaks
merge from world_update_2
update defaults, ExecuteInEditMode, weather viewer
- take sun and ambient colors from proper TOD scattering components
- make sunset/sunrise lighting on clouds MUCH prettier
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)
fix material issues with PlayerCopyTool
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
second noise layer for coverage
add configurable offsets for coverage and instability noise gen
- 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
- 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
add separate transition curves for different ocean override parameter groups
incremental updates, respond to texsize change in editor
testing cloud improvements
merge from terrain-smoothness
merge from world_update_2
merge from ocean-lightcolor-override
mrege from world_update_2
Merge from divesite-foliage-displace
Merge from world_update_2
BR zone lines display on water surface and terrain underneath
add optional material override for foliage displacement strength (replacing vertex color)
fix ocean light color override not working on directional light when playing in editor
add smoothness and specular reflectivity multipliers to splat base layers
update MapImageRenderer to match map shader water logic
add some shading to areas of map with steeper terrain slopes (cliffs)
- tweak blend start distance
- renormalize interped normals
- add back river normal tangentToWorld xform
- small cleanup
merge from world_update_2