173 Commits over 242 Days - 0.03cph!
Render foliage in editor option, reset foliage terrain when leaving tutorial
Remove some baked grass left over
Merge from foliage_transmission_shadowing
Alow greater SHDO intensity values, bring fade distance a little closer
Get foliage instancing working with tutorial by pushing terrain specific map data instead of using singleton, moved foliage cell height map sampling from CPU to GPU for compatibility with additional terrains, attach required tutorial terrain texture maps to material for use, and now store terrain position and scale on meshroot.
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
Dithering on SHDO, now can set keywords on materials through baker editor, improve editor layout
Add editor for SH Baker, restructure for AO options, clean up redundant code, add SHDO debug option and intensity slider for foliage material, use a fixed distance and take min shadow for shadow fade/blending, use transmission channel bits for SHDO instead of AO channel.
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
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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
Decrease cell size, increase cells per compute
Fix error in toggling between instancing on/off
Set instancing convar to editor only, remove hardcode instancing on in tutorial island
Merge from foliage_instancing
Set placement population as structured buffer
Fix graphics buffer target flag for population compute, fix possible RNG issue, remove redundant texture samples in placement compute
Merge from foliage_instancing
Set constant for max refresh distance for now
Fix issue with max refresh value causing foliage to stop rendering at some locations/angles
Handle foliage grid in tutorial island
Merge from foliage_instancing
Process foliage cells based on validation checks in collect job, error handling for failed gpu readback, and fix for baked foliage grid
Add quality parameter for density falloff
Turn off mip streaming on foliage textures
Merge from foliage_instancing