userBriancancel

372 Commits over 365 Days - 0.04cph!

5 Months Ago
- integrate each biome fog separately rather than lerping between color/densities, biome fog density just drops off with biome weight - fog color alpha lerps to atmosphere color
5 Months Ago
progress on froxel-based fog, supporting spatially varying fog setups across biomes, also includes global atmosphere scattering
5 Months Ago
merge from underwater-effects
5 Months Ago
disable material/rig/animation import on new river mesh
5 Months Ago
merge from jungle_update
5 Months Ago
configurable caustics chroma separation, shader adjustments
5 Months Ago
caustics modulate sun light color rather than add separately
5 Months Ago
water caustics work for all water types, show up underwater, and receive shadows
5 Months Ago
make underwater colors/scattering much more consistent with water surface also make water surface from below look better/more consistent with top for translucent water
5 Months Ago
restore changes
5 Months Ago
merge from jungle_update
5 Months Ago
fix jungle not appearing in terrain diffuse pyramid texture (fixes black terrain in jungle at low shader level)
5 Months Ago
revert underwater effects merge to figure out server issue
5 Months Ago
merge from underwater-effects
5 Months Ago
- color space fixup - fix water line lighting, have color+reflection match the water surface - remove old stuff
5 Months Ago
lerp according to cam velocity, add refraction to river surface
5 Months Ago
merge from jungle
5 Months Ago
don't lerp underwater params if we started outside of water or on first initialization
5 Months Ago
merge from jungle_update
5 Months Ago
lerp underwater scattering changes + refactor also fix misspelled material parameter in lake/river/moonpool shaders
5 Months Ago
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)
5 Months Ago
set up lake interior meshes + interior shader variant for lakes
5 Months Ago
use clip offset for rivers/lakes like ocean
5 Months Ago
fix river interior caps, inflate bounds more
5 Months Ago
underwater mask overlap between river and ocean handled correctly
6 Months Ago
progress on underwater effects using new way with underwater volume meshes
6 Months Ago
further underwater progress
6 Months Ago
merge from main
6 Months Ago
fix issue when reloading script in editor, remove old component properties
6 Months Ago
add biome overrides for river normal strength, also share biome weight fetching code
6 Months Ago
water mask culling progress
6 Months Ago
fix compute shader error
6 Months Ago
progress on working underwater effects for rivers/lakes also add ushort encoding/decoding to BitUtility, and ushort variant of Write() to RawWriter
6 Months Ago
merge from main
6 Months Ago
- 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)
6 Months Ago
merge from main
6 Months Ago
merge from main
6 Months Ago
fix rasterization of manually double-sided LOD3s
6 Months Ago
atmosphere experimentation
6 Months Ago
alpha dilation in empty uv space, clamp wrapping on output textures
6 Months Ago
auto-set save dir to textures subfolder of prefab path, allow choosing which textures to bake
6 Months Ago
fix decals RTs when 0 decals
6 Months Ago
auto-set file prefix from prefab name
6 Months Ago
account for alpha tested overlays
6 Months Ago
subsurface, more shader params, and experimenting with reflective glow
6 Months Ago
eye shader beginnings (parallax iris and two layer specular)
6 Months Ago
merge from main
6 Months Ago
performance improvements
6 Months Ago
clean up decal mesh collider
6 Months Ago
remove debug tex saving