257 Commits over 365 Days - 0.03cph!
    
    
    
        
            
            
            
                
                Merge from directional_foliage_displacement
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjust displacement factor on materials to fix stretching
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Reduce cases causing texture stretching
Fix centre falloff
Add directional displacement strength to material
Adjust bush and ferns displacement strength
Clamp max displacement height radius
 
                
                
                
                
                
             
         
        
            
            
            
                
                Terrain shadow culling wip, and merge fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from foliage_instancing
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from directional_foliage_displacement
 
                
                
                
                
                
             
         
        
            
            
            
                
                Replace overwritten/corrupted texture bundle
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove debug code and more clean up
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Optimise displacement calculations
Fix square displacement
Make displacement factor softer and clamp magnitude
Improve blend compress and displace vectors
Clean up
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Flatten small displacements
Fix displacement origin calculation
Increase grass displacement factor
Clean up and restructure for performance testing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Handle FoliageSpawns recreating in deepsea
Don't stomp activeTerrains when recreating foliage buffers
Fix incorrect terrain size in tropical3 prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix negative displacements being clipped
Scale vector by radius after sample
Clamp to avoid any extremes
Falloff by distance from centre of mesh and scale of mesh
Displace only when vector does not cross centre of mesh
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Scale foliage based on distance density falloff to reduce visible pop in
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Increase grass distance max clamp
 
                
                
                
                
                
             
         
        
            
            
            
                
                NRE fix for wiping islands without FoliageGrid initialized
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from foliage_instancing_islands
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean up left over shader constants
Remove unused foliage terrain cbuffer update functions
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Remove CPU height sampling option can't be supported with mesh terrains
Do not invalidate cells when pushing a mesh terrain (only invalidate when nearest is changed)
Update terrain cbuffer after switching terrain data
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix terrainData list removing, clamp activeTerrainIndex to length, and move matrix setup into terrainData constructor
 
                
                
                
                
                
             
         
        
            
            
            
                
                MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Check for closest island in increments instead of every frame, also profiler sample fix.
 
                
                
                
                
                
             
         
        
            
            
            
                
                FoliageGrid renders on closest island and resets when island changes. Handle cases of terrain being rotated when sampling terrain maps by extracting 2D worldToLocalMatrix.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use additive blend and alpha max for heights should solve height blending issues
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Replace all displacement textures with shapes, switch off blending for now, use vertex position to sample displacement instead of instance pos (except of grass case), squash foliage towards centre relative to displacement vector, use quantized vertex colours to attenuate, and rework directional height for better blending.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Replace circle displace textures with radius, change displacement map to halfs (for now) to avoid precision issues when encoding, fix grass displacement issues with directional system, adjust blendmodes and use color mask to avoid blending height.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from foliage_instancing (indirect instancing fix)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Make foliage instancing compatible with indirect instancing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add HeightOffset to foliage placements, and force refresh in editor now recreates buffers for foliage instancing to allow for realtime placement adjustments
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Change displacement map to linear, implement directional displacement, change displacement shader blends to handle encoded directional data, pass in terrain height params as shader globals, and sample displacement vectors attenuated by foliage wind vertex colours
 
                
                
                
                
                
             
         
        
            
            
            
                
                Less hacky shoreline wetness fix using 2D distance instead
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix terrain shadows, add vertex normal map sampling, use terrain heightmap instead of height slope map, change LOD slider into min/max slider for more control, and add convar for terrain renderer toggling.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Ocean shoreline wetness fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Split dispatches per LOD, enable camera culling per cell, improve use of groupshared memory, enable renderer in editor, and add LOD distribution slider.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from foliage_displacement_improvements
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Adjust circle displacement output to make displacement animation less linear