408 Commits over 395 Days - 0.04cph!
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
fix cloud shadow map with new ground radius
remove unused textures, fix moon lighting transition
use configured step count again
add back option/convar removed during merge
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)
- 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
- put ranges on noise gen params
- add ground albedo parameter
- test different way of combining noises for weather
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