branchrust_reboot/main/foliage_transmission_shadowingcancel
15 Commits over 30 Days - 0.02cph!
Adjust shadow fade transition
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
Fix SHDO baking with with muliple materials and when no material has been assigned. Add baking scene and baking prefab.
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
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.
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
Spherical harmonics baker (L0, L1) to store self shadowing data in foliage vertices
Upgrade fbx exporter for exposed export options API
Simple AO baker implementation
Capsule SDF setup for shadowing foliage out of shadow range