257 Commits over 365 Days - 0.03cph!
    
    
    
        
            
            
            
                
                Instanced terrain cell renderer setup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from foliage_instancing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Create separate materials for foliage placements/instancing
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from foliage_displacement_improvements
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Improve time sliced render option (can prioritise area near player), only clear within viewport option, replace old shader constants, update shader constants only when needed, and update foliage prefabs with new clear material.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Snap displacement cam to map texel increments to avoid jittering issues
Use flags for SpecialPurposeCamera for multiple render on refresh options
Timesliced rendering option for multi viewport renders
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implement wrapping displacement map and multi viewport rendering in SpecialPurposeCamera
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix wrong blendmode for new displacement clearing
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Better snow blending with terrain, displacement effects colour, reworked displacement manager to allow for continuous displacement (trails instead of discrete steps), displacement rendering now wraps around the map through multiple viewports, and added snow footstep prefab.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Instanced snow tiles based on terrain maps with simple displacement
 
                
                
                
                
                
             
         
        
            
            
            
                
                Extend SpecialPurposeCamera to optionally use material render pass instead of clear, and add new subtractive shader for displacement reduction over time instead of instantaneous
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove unused baker prefab
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Merge from foliage_transmission_shadowing
 
                
                
                
                
                
             
         
        
        
            
            
            
                
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                Foliage rebake (encoding fix)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix encoding issue, remove no longer used shaderglobal
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re-encode foliage asset data
 
                
                
                
                
                
             
         
        
            
            
            
                
                Handle vertex compression by encoding unorms into compatible bits, and baker now handles rebakes better
 
                
                
                
                
                
             
         
        
            
            
            
                
                Don't pack data to be compatible with vertex compression
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduce material SHDO intensity
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Replace old SHDO shader options, set keyword dynamically during bake
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Use SetTextureEx, handle camera struct better
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Use selectable texcoords to fix vertex stream issues in build
 
                
                
                
                
                
             
         
        
            
            
            
                
                Render foliage in editor option, reset foliage terrain when leaving tutorial
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove some baked grass left over
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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