321 Commits over 303 Days - 0.04cph!
support uv2 for emission and detail layer on Rust/Standard
- 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
- only regenerate previous/target weather textures if the states change
- do moon lighting
- add convar to force a cloud config
- other shader adjustments
- 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
Increase cloud atmospheric haze with TOD_Fogginess
- 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
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)
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
Add emission support to localcoord shader
merge from ocean-edges-issue
mitigate water Z-fighting with terrain at shore
blend between two atmopsheric haze factors over height
merge from 2d-flickering-workaround
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