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14 Commits over 30 Days - 0.02cph!

Yesterday
Merge from parent
2 Days Ago
Include missing distance function in commit
2 Days Ago
Split shaders between stencil hole and overhead map Fix subinstances
3 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
6 Days Ago
Merge from parent
6 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
10 Days Ago
Merge from parent
10 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
13 Days Ago
Refactor terrain alphamap to packed bools in bytes
16 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
17 Days Ago
Merge from parent
20 Days 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
25 Days Ago
Gizmo drawer for hole shapes Fit to mesh function Improve inspector GUI Render in editor for easier testing
27 Days Ago
Terrain holes prototyping with SDF style shape components to render new static terrain holes locally for improved resolution