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171 Commits over 242 Days - 0.03cph!

Today
Merge from foliage_transmission_shadowing
Today
Remove debug code
Today
Alow greater SHDO intensity values, bring fade distance a little closer
Yesterday
Merge from main
Yesterday
Get foliage instancing working with tutorial by pushing terrain specific map data instead of using singleton, moved foliage cell height map sampling from CPU to GPU for compatibility with additional terrains, attach required tutorial terrain texture maps to material for use, and now store terrain position and scale on meshroot.
7 Days Ago
Merge from main
7 Days Ago
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
7 Days Ago
Foliage assets rebake
7 Days Ago
Dithering on SHDO, now can set keywords on materials through baker editor, improve editor layout
8 Days Ago
Push editor script
8 Days Ago
Merge from main
8 Days Ago
Add editor for SH Baker, restructure for AO options, clean up redundant code, add SHDO debug option and intensity slider for foliage material, use a fixed distance and take min shadow for shadow fade/blending, use transmission channel bits for SHDO instead of AO channel.
12 Days Ago
Merge from main
12 Days Ago
Adjust shadow fade transition
12 Days Ago
Foliage assets bake
13 Days Ago
Merge from main
13 Days Ago
Use mips in SH baker to better emulate in game shadows, add mip and sampling options, improve shadow fade transition, fixed issue with multiple materials (again), add spawning method for all effected meshes for testing
18 Days Ago
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18 Days Ago
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19 Days Ago
Fix SHDO baking with with muliple materials and when no material has been assigned. Add baking scene and baking prefab.
21 Days Ago
Optimise SH Baker into larger raycast batches, caching texture data, and SH occlusion sampling using parallel jobs. Handle cases where fbx does not have material assigned by searching local materials folder
22 Days Ago
Merge from main
23 Days Ago
Move SH calculations to vertex shader, use Unity shadow fade function for shadow to SHDO transition/blending, remove unneeded interpolators, fixed precision issue causing SHDO flickering when in shadow range.
25 Days Ago
Encode spherical harmonics directional occlusion (SHDO) into gbuffer for proper shadowing on direct lighting (directional light only), use alpha testing and multi hit backface raycasting in SH baker to better represent foliage shadowing, blend between shadows and SHDO when reaching max shadow range, and use TOD sun direction for SHDO calculation
34 Days Ago
Spherical harmonics baker (L0, L1) to store self shadowing data in foliage vertices
41 Days Ago
Upgrade fbx exporter for exposed export options API
42 Days Ago
Simple AO baker implementation
43 Days Ago
Capsule SDF setup for shadowing foliage out of shadow range
43 Days Ago
Decrease cell size, increase cells per compute
48 Days Ago
Fix error in toggling between instancing on/off
48 Days Ago
Merge from main
49 Days Ago
Set instancing convar to editor only, remove hardcode instancing on in tutorial island
50 Days Ago
Merge from foliage_instancing
50 Days Ago
Set placement population as structured buffer
50 Days Ago
Fix graphics buffer target flag for population compute, fix possible RNG issue, remove redundant texture samples in placement compute
51 Days Ago
Merge from foliage_instancing
51 Days Ago
Set constant for max refresh distance for now
51 Days Ago
Fix issue with max refresh value causing foliage to stop rendering at some locations/angles
54 Days Ago
Handle foliage grid in tutorial island
55 Days Ago
Merge from foliage_instancing
55 Days Ago
Process foliage cells based on validation checks in collect job, error handling for failed gpu readback, and fix for baked foliage grid
55 Days Ago
Add quality parameter for density falloff
55 Days Ago
Turn off mip streaming on foliage textures
55 Days Ago
Merge from main
55 Days Ago
Switch back to heightmap
56 Days Ago
Merge from foliage_instancing
56 Days Ago
Fix culling edge case
56 Days Ago
Handle when camera is in cells that are still processing
57 Days Ago
Use coarse heightmap for better height placements, replace cell invalidation step with more robust coordinate tracking, and prune no longer needed graphics buffer flags