29 Commits over 30 Days - 0.04cph!
Fix foliage grid bounds calculations, basic implementation of terrain maps in compute foliage placement
Add smoothstep reverse fresnel opacity option
Compute foliage placement prototyping
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0
XMasLight shader: use BaseEmission as minimum brightness in animation, and add animation curve
Ice shader: triplanar normal map correction
Ice shader: fix culling/flickering when gpu instancing is enabled
Fix emission from being clamped
Ice shader: use packed textures to reduce texture sampling, and clean up GUI
Remove new detail metallic map from decals to stop errors for now
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
Added emission fresnel to xmas lights
Ice shader: screensize and edge length now factor into tessellation
Ice shader: change tangent space normal blending to world space, make occlusion map align with normal map sampling, and frost now impacts alpha
Ice shader: add tangent reconstruction normals will now behave properly, improve parallax offset calculation, and add frost min/mid/max sliders.
Add Ice shader tessellation to forwardAdd pass, and make transmission map triplanar
Ice shader tessellation with phong and bezier smoothing options
Add ice shader GUI, many colour tints, fix normals, and smoothness, and improve parallax effect
Ice shader update, smoother edge detection, parallax, and some frost on top
First pass at ice sculpture shader with basic/cheap edge detection
LOD crossfading transitions on Renderer LODs WIP
Allow the user to choose which UV set to use for AO map slot specifically in standard shaders
Add Specular map option to Detail Layer, update shader editor GUI, add the changes to additional standard shaders.
Add metallic map to detail layer on standard shaders