userBriancancel

408 Commits over 395 Days - 0.04cph!

7 Months Ago
progress on baking normal map/smoothness
7 Months Ago
don't render ocean if no ocean in scene
7 Months Ago
factor ray set back into configured ray distance, don't dilate alpha
7 Months Ago
fixes, unwrap source mesh UVs
7 Months Ago
merge from main
7 Months Ago
add border dilation
7 Months Ago
copy more source mesh vertex columns, add saving of baked texture
7 Months Ago
submesh/multiple material support
7 Months Ago
initial lod baking tool
8 Months Ago
remove/disable unused stuff
8 Months Ago
merge from main
8 Months Ago
reset weather update sequences when enabling clouds
8 Months Ago
fix terrain paint layer shader error
8 Months Ago
merge from main
8 Months Ago
more changes
8 Months Ago
merge from more-terrainblend-support
8 Months Ago
make ambient configurable again, add ambient saturation param, add weather profile lighting overrides
8 Months Ago
revert cirrus ms
8 Months Ago
merge from main
8 Months Ago
adjustments, fix server compile errors
8 Months Ago
default config updates, slight clean up
8 Months Ago
fix BicubicFetch for non-square textures
8 Months Ago
resolution scaling with quality level, tweak quality level step counts
8 Months Ago
fix cirrus fog, try to improve weather transition lerping
8 Months Ago
Add terrain blend layer to standard 4-way and packed mask blend, reduce terrain sampler slot usage
8 Months Ago
adjustments, clean up
8 Months Ago
horizon angle fog
8 Months Ago
fog adjustment, remove commented out stuff
8 Months Ago
fixed tiling of weather map
8 Months Ago
merge from main
8 Months Ago
fix cloud shadow map with new ground radius
8 Months Ago
missed this
8 Months Ago
add some configs
8 Months Ago
remove unused textures, fix moon lighting transition
8 Months Ago
use configured step count again
8 Months Ago
add back option/convar removed during merge
8 Months Ago
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)
8 Months Ago
merge from main
8 Months Ago
- 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
9 Months Ago
merge from main
9 Months Ago
- put ranges on noise gen params - add ground albedo parameter - test different way of combining noises for weather
9 Months Ago
fix uv2
9 Months Ago
support uv2 for emission and detail layer on Rust/Standard
9 Months Ago
saving work
10 Months Ago
merge from main
10 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
10 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
10 Months Ago
merge from main
10 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
10 Months Ago
Increase cloud atmospheric haze with TOD_Fogginess