userBriancancel

321 Commits over 303 Days - 0.04cph!

6 Months Ago
support uv2 for emission and detail layer on Rust/Standard
6 Months Ago
saving work
7 Months Ago
merge from main
7 Months 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
7 Months Ago
- only regenerate previous/target weather textures if the states change - do moon lighting - add convar to force a cloud config - other shader adjustments
7 Months Ago
merge from main
7 Months 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
7 Months Ago
Increase cloud atmospheric haze with TOD_Fogginess
7 Months 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
7 Months Ago
Unify layer tool: implement manual undo/redo stack (works around issue with unity's undo where some meshes get messed up if any changes are undone on them)
8 Months Ago
forgot a file
8 Months 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
8 Months Ago
tweaks
8 Months Ago
Add emission support to localcoord shader
8 Months Ago
merge from ocean-edges-issue
8 Months Ago
mitigate water Z-fighting with terrain at shore
8 Months Ago
blend between two atmopsheric haze factors over height
8 Months Ago
merge from 2d-flickering-workaround
8 Months Ago
merge from main
8 Months Ago
Expose many more configurable properties
8 Months Ago
merge from main
8 Months Ago
merge from localcoord-blend-layer
8 Months Ago
- further tweaking - fix screen projection mode - coverage map tiling - worley noise in coverage detail layer
8 Months Ago
work around horrible flickering when in 2D editor view
8 Months Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
8 Months Ago
add metallic workflow version of LocalCoord Diffuse
8 Months Ago
move ApplyBlend4WayLayer into StandardLayers
8 Months Ago
add blend layer support to localcoord diffuse shader
8 Months Ago
disable TOD dithering, redundant on top of global post process dither
8 Months Ago
Fix player copy tool material disk cache comparison (last issue)
8 Months Ago
merge from media_projects
8 Months Ago
further progress
9 Months Ago
Increase prominence of wisps
9 Months Ago
- 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
9 Months Ago
- 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
9 Months Ago
unify layer tool: - save/load for configuration - add toggleable gizmo to visualize radius - add scene filter - UI updates
9 Months Ago
further sunrise/sunset tweaks
9 Months Ago
merge from world_update_2
9 Months Ago
update defaults, ExecuteInEditMode, weather viewer
9 Months Ago
- take sun and ambient colors from proper TOD scattering components - make sunset/sunrise lighting on clouds MUCH prettier
9 Months Ago
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)
9 Months Ago
fix material issues with PlayerCopyTool
9 Months Ago
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
9 Months Ago
second noise layer for coverage
9 Months Ago
add configurable offsets for coverage and instability noise gen
9 Months Ago
per-sample fogging
9 Months Ago
- 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
9 Months Ago
- 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
10 Months Ago
add separate transition curves for different ocean override parameter groups
10 Months Ago
further progress