userDayaancancel

443 Commits over 516 Days - 0.04cph!

3 Days Ago
Merge from parent
3 Days Ago
Merge from main
3 Days Ago
Merge from heightmap_bake_fix
3 Days Ago
Revert TerrainHeightMap from bad merge
3 Days Ago
Merge from main
3 Days Ago
Use meshes for hole shapes Switch to using CommandBufferManager to keep hole and terrain render order Add cylinder mesh that matches radius of terrain modifiers Hole editor clean up
6 Days Ago
Refactor terrain alphamap to packed bools in bytes
8 Days Ago
Fix primitive object hole assets front/back faces Change gizmos to use transform Move terrain shader from front of queue to back for now Remove stencil writing from terrain depth prepass Restore original terrain stencil state Remove holemap Add debug option to hole shader to see front/back faces Subinstance culling with degen triangles Sample terrain height in hole vertex for high res interpolation and discard in fragment if above terrain Automatically start depth prepass when TerrainHoleRenderer is active
10 Days Ago
Merge from parent
10 Days Ago
Merge from terrain_renderer
10 Days Ago
Actually assign culling value in cullingtest
10 Days Ago
Merge from terrain_renderer
10 Days Ago
Merge from main
10 Days Ago
Change culling test to check using map of device ids
10 Days Ago
Add GPU check method on ConVar terrain.cullingtest
10 Days Ago
Change min/max heightmap to from R16G16_Uint to encoded R32_UInt for guaranteed compatibility
10 Days Ago
Apply shelve 13775 Fix terrain.geometryclipmaps not persisting properly
10 Days Ago
Merge from main
11 Days Ago
Merge from quarry_material_fix
11 Days Ago
Disable terrain blend on quarry material
13 Days Ago
Prototype terrain holes using stencils for better resolution Create terrain only depth prepass (also stops unity overwriting stencil state) after HoleShape pass where stencil mask is written Change terrain shader depth test to Equal (failing where prepass stencil test fails) Change hole renderer to use cubes or triangle prism configs Add HoleShape assets for minimal cube and triangle prism vertex positions and triangles Dynamically duplicate HoleShape meshes (with vertexID based instancing) to meet min vertex count for efficient instancing Improve HoleShape inspector with adjustable sliders
18 Days Ago
Gizmo drawer for hole shapes Fit to mesh function Improve inspector GUI Render in editor for easier testing
20 Days Ago
Terrain holes prototyping with SDF style shape components to render new static terrain holes locally for improved resolution
21 Days Ago
Check AlphaMap isInitialized on AdaptMeshToTerrain to prevent editor errors
22 Days Ago
Merge from main
22 Days Ago
Merge from terrain_renderer (culling ConVar)
22 Days Ago
Make terrain culling ConVar accessible
22 Days Ago
Merge from main
23 Days Ago
Change contact image render to WaitForEndOfFrame coroutine
24 Days Ago
Use RGBA32 for heightmap baking
27 Days Ago
Merge from terrain_culling_uav_fix
27 Days Ago
Merge from main
28 Days Ago
UAV format support check for terrain culling
28 Days Ago
Fix remove default unity terrain check from map render
29 Days Ago
Merge from terrain_renderer
29 Days Ago
Fix shader warnings in terrain compute (prevent possible edge case issue)
29 Days Ago
Merge from main
29 Days Ago
Merge from terrain_renderer
29 Days Ago
Merge from main
29 Days Ago
Merge from main
29 Days Ago
Fix too large farplane distance in terrain culling, adjust lod count for better gpu perf
30 Days Ago
Fix terrain quality remapping
30 Days Ago
Merge from terrain_renderer
30 Days Ago
Merge from main
30 Days Ago
Clamp renderdistance with a minimum to fix some edge case issues
30 Days Ago
Merge from main
30 Days Ago
Add padding to int params
30 Days Ago
Fix draw distance max cell calculation and snap to furthest lod
34 Days Ago
Merge from terrain_renderer
34 Days Ago
Codegen