462 Commits over 546 Days - 0.04cph!
Implement FoliageDisplacementRenderFeature and SpecialPurposeCameraDrawPass with BIRP wrapper
Merge from terrain_rrp_fix
Include TerrainHoleRenderer in TerrainMeta components
Editor only GetBounds function for AddToAlphaMap
Improve AlphaScanner to find alpha effecting components
Fix hole Remove with swapback for transform instance data
Handle clearing hole maps when instance count drops to 0
Increase foliage hole sampling radius to prevent foliage in holes
Fix holes not being cleared when disabled
Use TerrainHole inspector on TerrainMeta and Hole components
Implement holes in foliage placement compute
Fix command buffer manager initialisation for terrain holes
Dilate y-axis of holemask to prevent shadow issues on close geometry
Add TerrainHole options to TerrainMeta inspector for rendering holes in editor mode
Remove old TerrainHoleRenderer inspector
Fix probe terrain holes again
Change hole rendering order to before viewmodel to avoid depth stencil conflicts
Move cylinder hole primitive pivot point to bottom
Add TerrainAlphaScanner tool to automatically find modified terrain alpha and add new hole system with best guess shape
Integrate TerrainHoleRenderer into TerrainMeta which automatically swaps to geoclip terrain when in use (in editor)
Fix terrain not using HoleMap during probe/cubemap renders
Fix terrain and foliage RenderParams rendering layer mask
Include missing distance function in commit
Split shaders between stencil hole and overhead map
Fix subinstances
Reduce hole map distance for increased resolution
Move map pivot in front of camera for increased distance
Use DitherMaskClip for softer shadow edges
Don't render holes to texture border to prevent sampling clamp issues
Change to additive blend mode to prevent intersecting holes stomping data
Add triangle prism asset for hole shape
Replace alpha float cutoff with alpha map bool value in tile extractor
Merge from terrain_renderer
Remove GPU device check testing functions and command
Revert terrain culling ConVar back to admin
Use local top down hole map for non-screen space rendering (shadows, probes)
Restructure hole shader stencil passes to use depth tests to fix some holes clipping through wrong terrain
Render out stencil results to R8 hole mask and clear depth for those regions
Handle alternate topdown render of hole volumes
Use separate editor command buffers for hole rendering and terrain depth prepass
Add Hole editor script
Merge from heightmap_bake_fix
Revert TerrainHeightMap from bad merge
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
Refactor terrain alphamap to packed bools in bytes
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
Merge from terrain_renderer
Actually assign culling value in cullingtest
Merge from terrain_renderer
Change culling test to check using map of device ids
Add GPU check method on ConVar terrain.cullingtest
Change min/max heightmap to from R16G16_Uint to encoded R32_UInt for guaranteed compatibility
Apply shelve
13775 Fix terrain.geometryclipmaps not persisting properly
Merge from quarry_material_fix
Disable terrain blend on quarry material
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
Gizmo drawer for hole shapes
Fit to mesh function
Improve inspector GUI
Render in editor for easier testing
Terrain holes prototyping with SDF style shape components to render new static terrain holes locally for improved resolution
Check AlphaMap isInitialized on AdaptMeshToTerrain to prevent editor errors
Merge from terrain_renderer (culling ConVar)
Make terrain culling ConVar accessible
Change contact image render to WaitForEndOfFrame coroutine
Use RGBA32 for heightmap baking
Merge from terrain_culling_uav_fix