userDayaancancel
branchrust_reboot/main/directional_foliage_displacementcancel

19 Commits over 61 Days - 0.01cph!

8 Days Ago
Fix displacement clamping
8 Days Ago
Merge from main
14 Days Ago
Adjust displacement factor on materials to fix stretching
14 Days Ago
Merge from main
14 Days Ago
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
19 Days Ago
Replace overwritten/corrupted texture bundle
19 Days Ago
Remove debug code and more clean up
19 Days Ago
Merge from main
19 Days Ago
Optimise displacement calculations Fix square displacement Make displacement factor softer and clamp magnitude Improve blend compress and displace vectors Clean up
21 Days Ago
Merge from main
21 Days Ago
Flatten small displacements Fix displacement origin calculation Increase grass displacement factor Clean up and restructure for performance testing
27 Days Ago
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
33 Days Ago
Merge from main
43 Days Ago
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
46 Days Ago
Use additive blend and alpha max for heights should solve height blending issues
48 Days Ago
Merge from main
48 Days Ago
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.
57 Days Ago
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.
2 Months Ago
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