321 Commits over 303 Days - 0.04cph!
normal map fixes, dilation fixes
clear prefab when switching input type, clear material list before switching mesh
support selecting prefab with auto fill of lod0+lod3 meshes and materials
further normal map progress, output directory saving
progress on baking normal map/smoothness
don't render ocean if no ocean in scene
factor ray set back into configured ray distance, don't dilate alpha
fixes, unwrap source mesh UVs
copy more source mesh vertex columns, add saving of baked texture
submesh/multiple material support
remove/disable unused stuff
reset weather update sequences when enabling clouds
fix terrain paint layer shader error
merge from more-terrainblend-support
make ambient configurable again, add ambient saturation param, add weather profile lighting overrides
adjustments, fix server compile errors
default config updates, slight clean up
fix BicubicFetch for non-square textures
resolution scaling with quality level, tweak quality level step counts
fix cirrus fog, try to improve weather transition lerping
Add terrain blend layer to standard 4-way and packed mask blend, reduce terrain sampler slot usage
fog adjustment, remove commented out stuff
fixed tiling of weather map
fix cloud shadow map with new ground radius
remove unused textures, fix moon lighting transition
use configured step count again
add back option/convar removed during merge
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)
- 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
- put ranges on noise gen params
- add ground albedo parameter
- test different way of combining noises for weather