userBriancancel

429 Commits over 395 Days - 0.05cph!

10 Months Ago
merge from main
10 Months Ago
fix cloud shadow map with new ground radius
10 Months Ago
missed this
10 Months Ago
add some configs
10 Months Ago
remove unused textures, fix moon lighting transition
10 Months Ago
use configured step count again
10 Months Ago
add back option/convar removed during merge
10 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)
10 Months Ago
merge from main
10 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
11 Months Ago
merge from main
11 Months Ago
- put ranges on noise gen params - add ground albedo parameter - test different way of combining noises for weather
11 Months Ago
fix uv2
11 Months Ago
support uv2 for emission and detail layer on Rust/Standard
11 Months Ago
saving work
12 Months Ago
merge from main
12 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
12 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
12 Months Ago
merge from main
12 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
1 Year Ago
Increase cloud atmospheric haze with TOD_Fogginess
1 Year 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
1 Year Ago
forgot a file
1 Year 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
1 Year Ago
tweaks
1 Year Ago
Add emission support to localcoord shader
1 Year Ago
merge from ocean-edges-issue
1 Year Ago
mitigate water Z-fighting with terrain at shore
1 Year Ago
blend between two atmopsheric haze factors over height
1 Year Ago
merge from 2d-flickering-workaround
1 Year Ago
merge from main
1 Year Ago
Expose many more configurable properties
1 Year Ago
merge from main
1 Year Ago
merge from localcoord-blend-layer
1 Year Ago
- further tweaking - fix screen projection mode - coverage map tiling - worley noise in coverage detail layer
1 Year Ago
work around horrible flickering when in 2D editor view
1 Year Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
1 Year Ago
add metallic workflow version of LocalCoord Diffuse
1 Year Ago
move ApplyBlend4WayLayer into StandardLayers
1 Year Ago
add blend layer support to localcoord diffuse shader
1 Year Ago
disable TOD dithering, redundant on top of global post process dither
1 Year Ago
further progress
1 Year Ago
Increase prominence of wisps
1 Year 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
1 Year 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
1 Year Ago
further sunrise/sunset tweaks
1 Year Ago
merge from world_update_2
1 Year Ago
update defaults, ExecuteInEditMode, weather viewer
1 Year Ago
- take sun and ambient colors from proper TOD scattering components - make sunset/sunrise lighting on clouds MUCH prettier
1 Year Ago
blend ambient between two scales over height (want ambient at cloud base to be darker, brighter at top)