429 Commits over 395 Days - 0.05cph!
account for alpha tested overlays
subsurface, more shader params, and experimenting with reflective glow
eye shader beginnings (parallax iris and two layer specular)
clean up decal mesh collider
mesh decal support in working order
add file prefix and ray setback settings, ui cleanup
fix indices > 16 bits, allow null materials (omits submesh)
opaque bg except for missed rays
dilate palette textures, fixes black pixels bleeding into bilinear sampling at ray intersection
merge from ase-camdepth-fix
work around duplicate _CameraDepthTexture definition in ASE with our templates
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