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80 Commits over 182 Days - 0.02cph!
Billboard material tweaks
Temperate bush billboards
Tweaked douglas fir and pine tree billboards
Custom billboards for temperate and tundra birch trees
Custom oak tree billboards
Improved beech tree billboards
Added some overlays to diffuse, translucency and normals to make them less flat and fake shadows
Enabled read/write on arctic grass meshes to get rid of errors
Progress on bush spawn settings
Replaced tall grass in tundra with bushes
Unified prefab setup for all bushes / their billboards should have the same viewing distances
Added decor.procmap.v3 to world setup
Tweaked cactus material
Tweaked cacti LOD distances
Tweaked arid bush colors, size, billboards and materials
Created new decor.procmap.v3 prefab
Tweaked spawn rules for arid bushes and allowed their billboards to render much further
Made unique spawners for ocotillo and dead bushes
Made all arid bushes smaller
Tweaked arid bush colors to better match the rest of the environment
Rebaked billboards
Toned down the rock darkness a little bit and slightly brightened grass splats instead
Terrain4 tweaks / Made temperate, tundra and arctic rock splats a bit darker to better blend with foliage
Tweaked color overlays on grass and forest splats in arctic to make the tiling less noticeable
Updated some terrain textures
Reduced gloss on grass, forest and rock splats to get rid of the plastic sheen
Reduced strength of rock AO to get rid of black spots
Tweaked contact shadows settings because grass was making my eyes bleed
Created proper roughness map for ground foliage
Adjusted material settings
Replaced dry grass in arctic biome with better fitting meshes
Various diffuse map adjustments / painted subtle gradients to make some plants less flat when it's overcast / lightened up parts that were too dark
Made moss use the same material as other forest plants
Removed some old meshes that were used for testing
Foliage spawner optimization / Reduced density of some plants
Optimized all ground plant models in an attempt to remove unnecessary verts
Scaled down ground plants that were higher than 1m, they should no longer go above player's waist
Improved oak trunk textures
Brightened up oak and beech tree billboard materials
Darkened tundra grass
Slightly darkened tall grass in temperate
Slightly brightened willow bushes
Darkened temperate moss
Tweaked the materials of temperate trees and bushes
Brightened them up slightly to make them look closer to grass at noon
Tweaked temperate grass materials and textures
Darkened grass color slightly to prevent it from getting too bright at noon
Lowered shadow bias to get rid of harsh shadows at noon, while keeping shadows at other times of day intact
Brightened temperate forest grass
Updated AO settings. Lowered thickness and increased radius of distance AO to better interact with the new foliage
Fixed an icesheet floating in the sky
Allowed ice sheets and shore ice to spawn on the lake topology
Scaled down all ice sheets to make them feel more realistic
Moved ice sheets further from the edge to make it easier for them to spawn
Tweaked arctic grass spawn rules to avoid growing on shore ice near lakes
Further ice sheet improvements
Improved shore ice spawn settings
Reduced density of floating ice sheets
Made shore ice spawn before small arctic rock formations
Increased viewing distance of shore ice
Removed obsolete shore ice prefabs
Stopped arctic grass from spawning on shore ice and ice lakes
Simplified ice sheets and removed floating decals
Tweaked ice sheet materials to look the same as shore ice
Imported new rebaked textures for the baked ice sheets
Updated ice sheet meshes and colliders
Tweaked world setup prefab
Tweaked the rules for spawning small rock formations in the arctic so they work properly with foliage
Slightly increased the density of tundra field rocks
Enabled "preserve mip map coverage" on grass textures. This help increase alpha density over distance without having to make grass up-close too thick
Added small rocks to all biomes to spawn alongside grass
Fixed beach grass not spawning in proc map
Fixed arctic grass not spawning on plain topology
Allowed temperate grass to spawn on cliff topology to fix holes in the coverage
Various tweaks to density in all biomes
Ground foliage spawners for tundra and temperate forests
Tweaked alpha coverage on beech and oak trees to make them softer at distance
Removed some unused spawners
Foliage.procmap.v3 update
Proc map spawn settings for arid grass
Created proper spawn populations for arctic biome grass in proc map
Tweaked the material that is used by decor snowballs
Created unique spawn populations for temperate forests
Set all new ground foliage to spawn on correct topologies / this should fix grass not spawning properly in monuments
Tweaked filter cutoff settings for tundra and temperate to improve spawning near splat transitions
Temperate grass size tweaks
Tundra distance size tweaks
Added more color variation to temperate grass texture
Temperate material tweaks
Update to temperate grass spawn settings
Optimized tundra grass spawn settings in proc map
Tundra and temperate material tweaks
Texture color tweaks
Added foliage_procmap_v3 to World Setup prefab
Updated temperate foliage materials / lowered wind intensity / softened normals on grass and moss
Optimized spawn settings for temperate grass
Tweaked distance tiling on grass splat
Started work on the proc map variant of foliage_v3
Replaced wood pickup model
Replaced all harvestable fallen logs with new assets
Made ocotillo and creosote bush billboards darker
Added spherical overlays to bush billboard normal maps
Billboards for arid bushes / added missing leaf sound triggers to prefabs
Spice bush and willow bush billboards