userDayaancancel

50 Commits over 92 Days - 0.02cph!

3 Days Ago
Combine foliage meshes and make use of multiple draw commands to minimise state changes
5 Days Ago
Grass clumping which influences position, height and direction.
8 Days Ago
Handle wind and displacement in compute step
9 Days Ago
Setup new material and foliage asset, improve grass blade shape, change instance data to use bezier curves.
11 Days Ago
Fix args buffer, and add simple UVs to procedural vertex function
11 Days Ago
Adding procedural option using render primitives indexed indirect for grass blades with calculated vert positions
12 Days Ago
Merge from main
12 Days Ago
Implement new foliage placement function in RefreshAsync update, adjust refresh distance when using instancing, make debug toggle.
15 Days Ago
Implement manual bilinear sampling and edit CPU sampling to match GPU behaviour, add distance scaling, improve rng hash function, fix edge case causing out of sync rng.
18 Days Ago
Random instance rotation, pack instance data into halfs, fix hash inconsistency
20 Days Ago
Implement precise placement check on CPU to improve instance offset accuracy (to test against cheaper approximation), extend debug info to test accuracy, use procedural noise instead of texture, improve randomisation, apply rotation to instances based heightmap
25 Days Ago
Merge from main
25 Days Ago
Add angle based dither fade for stationary multi-card billboards
25 Days Ago
Switch to structs instead of offsets, update debug counters for clarity, add clean up on destroy, give foliage unique seeds to keep consistent
28 Days Ago
Make foliage instancing much more stable/accurate, better seed and random calculations, made the noise texture match the CPU noise much more closely in distribution, add debug option to force CPU and GPU maps to sync, apply random scale to instances, and change foliage count calculation to adjust for probability.
30 Days Ago
Merge from main
30 Days Ago
Add rotation toggle and face cullmode options in foliage billboard shader. Update all relevant materials which had the old unused _Cull property with the default off.
31 Days Ago
Add debug counters to compute, adjust noise compute for better placement, add toggle for instancing, fix incorrect cell bounds calculation, improve foliage cpu count estimation, improve foliage random positions, and add camera culling to foliage compute.
39 Days Ago
Merge from main
39 Days Ago
Fix and improve foliage placement compute map sampling/decoding, fix incorrect foliage cells being used, clean up and move shader setup for instancing to includes, fix bounds calculations, add function to get foliage counts per cell, implement instance offsets and density handling to foliage placement.
45 Days Ago
Progress on foliage instancing: noise generation on gpu, fixed compute placement sync issues, wip instance data offsets and usage in foliage shader.
2 Months Ago
Fix foliage grid bounds calculations, basic implementation of terrain maps in compute foliage placement
2 Months Ago
Add smoothstep reverse fresnel opacity option
2 Months Ago
Compute foliage placement prototyping
2 Months Ago
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0
2 Months Ago
XMasLight shader: use BaseEmission as minimum brightness in animation, and add animation curve
3 Months Ago
Ice shader: triplanar normal map correction
3 Months Ago
Ice shader: fix culling/flickering when gpu instancing is enabled
3 Months Ago
Fix emission from being clamped
3 Months Ago
Ice shader: use packed textures to reduce texture sampling, and clean up GUI
3 Months Ago
Remove new detail metallic map from decals to stop errors for now
3 Months Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
3 Months Ago
Added emission fresnel to xmas lights
3 Months Ago
Ice shader: screensize and edge length now factor into tessellation
3 Months Ago
Ice shader: change tangent space normal blending to world space, make occlusion map align with normal map sampling, and frost now impacts alpha
3 Months Ago
Merge from main
3 Months Ago
Ice shader: add tangent reconstruction normals will now behave properly, improve parallax offset calculation, and add frost min/mid/max sliders.
3 Months Ago
Ice shader: fix normals
3 Months Ago
Add Ice shader tessellation to forwardAdd pass, and make transmission map triplanar
3 Months Ago
Ice shader tessellation with phong and bezier smoothing options
3 Months Ago
Add ice shader GUI, many colour tints, fix normals, and smoothness, and improve parallax effect
3 Months Ago
Ice shader update, smoother edge detection, parallax, and some frost on top
3 Months Ago
Merge from main
3 Months Ago
Update shader GUI
3 Months Ago
First pass at ice sculpture shader with basic/cheap edge detection
3 Months Ago
LOD crossfading transitions on Renderer LODs WIP
3 Months Ago
Allow the user to choose which UV set to use for AO map slot specifically in standard shaders
3 Months Ago
Merge from main
3 Months Ago
Add Specular map option to Detail Layer, update shader editor GUI, add the changes to additional standard shaders.
4 Months Ago
Add metallic map to detail layer on standard shaders