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26 Commits over 61 Days - 0.02cph!

12 Days Ago
RRP stencil testing with terrain during GBuffer pass (replacing alpha testing) Add TerrainHoleStencil shader for holes rendering to stencil buffer instead of r8 Use sort values in terrain prepass and hole renderer features to fix ordering Add stencil option to terrain material for testing Replace stencil in Standard-Terrain to test against hole bit 4
13 Days Ago
Make terrain holes RRP compatible Make separate depth only shader path for terrain Add GeometryClipmapTerrainDepthPrepassRendererFeature Add TerrainHoleRendererFeature Set terrain depth pass lightmode to none
15 Days Ago
Improve realtime hole updates in editor Fix issues with commandbuffers not being recreated when toggling enabled
15 Days Ago
Store terrain hole mesh primitives and materials in terrain config Split terrain hole renderer buffer creation from OnEnable
16 Days Ago
Automatically add geoclip component when switching terrain renderer enum in editor
16 Days Ago
Merge from parent
36 Days Ago
Include TerrainHoleRenderer in TerrainMeta components Editor only GetBounds function for AddToAlphaMap Improve AlphaScanner to find alpha effecting components
36 Days Ago
Fix hole Remove with swapback for transform instance data
36 Days Ago
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
37 Days Ago
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
40 Days Ago
Add TerrainHole options to TerrainMeta inspector for rendering holes in editor mode Remove old TerrainHoleRenderer inspector Fix probe terrain holes again
40 Days Ago
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
42 Days Ago
Merge from parent
43 Days Ago
Include missing distance function in commit
43 Days Ago
Split shaders between stencil hole and overhead map Fix subinstances
43 Days Ago
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
47 Days Ago
Merge from parent
47 Days Ago
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
51 Days Ago
Merge from parent
51 Days Ago
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
54 Days Ago
Refactor terrain alphamap to packed bools in bytes
56 Days Ago
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
57 Days Ago
Merge from parent
2 Months Ago
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
2 Months Ago
Gizmo drawer for hole shapes Fit to mesh function Improve inspector GUI Render in editor for easier testing
2 Months Ago
Terrain holes prototyping with SDF style shape components to render new static terrain holes locally for improved resolution