551 Commits over 638 Days - 0.04cph!
Set default texture on start up
Move volumetric light beam UpdateCameraRelatedProperties work to vertex shader
Toggle BeamGeometry component when mesh visibility is set by LOD. Fixes UpdateCameraRelatedProperties running for every disabled beam.
Merge from terrain_hole_mask_res_fix
Fix terrain hole mask with resolution scaling changes
Avoiding assigning camera.depthTextureMode when not needed to reduce camera serialisation bump
Merge from foliage_displacement_alloc_fix
Remove alloc from foliagedisplacement
Merge from apartment_terminal_postfx_fix
Fix post effects error with apartment terminal prefab
Fix VolumetricLightBeam on RRP
Merge from terrain_renderer
merge from terrain_parallax_fix
Change local parallax keywords to global
Map to terrain quality setting
Adjust terrain material parallax values
Add dev only terrain depth prepass convar for testing
Stop terrain hole mask sampling when no terrain holes are registered
Split TerrainHoleRenderer into TerrainHoleCamera for per camera textures
Fix inconsistent terrain queue order across subshaders
Add PostOpaqueDepth component to sculpture camera to fix guide fx, and revert changes to BRZone shader
Alpha fitter tool for automated alpha map processing to replace holes
Support non-instanced terrain holes when using a unique mesh instead of holeshape
Merge from terrain_renderer
Remove warning spam from hole renderer
Grow buffer when hole counts reach limits
Fix editor only issue of depth prepass not running when returning from playmode
Merge from terrain_renderer
Merge from terrain_renderer/holes
Remove some left over logging, and testing holes from foundations
Fix terrain holes when toggling RRP by switching materials
Fix foliagegrid when holeMap is unavailable
Add distance check for hole mask sampling
Remove redundant interpolator from terrain shader
Use geo clip terrain normal sampled in vertex shader
Stone sculpture shader rewrite
Packed and reduced required textures to 4
Massively reduce samples from ~44 to ~13 (removed blur, combined triplanar samples, packed textures)
Use only axis alignment curvature as the most visually consistent
Chisel progress is driven by distance from centre
Brought back EditMode colours
Removed unused shader variants branches
Removed redunant parameters and ops
Fix server compile issues and bad shader merge
Fix TerrainAlphaScanner compile error
Remove shader debug pragma
Fix holes rendering an extra instance
Setup holes on foundations just for testing
Terrain sample optimisations and toggles for testing, use vertex sampling for biome and normals, cull layer samples more aggresively, and use max layer only for parallax
Add compatibility with old Terrain_AlphaMap, switch back to old alpha map for now
Use separate args for terrain depthprepass and a split culling step allowing closer distance culling for prepass
Only render prepass when holes are visible
Fix holes depth target not being assigned for BRP
Validation when adding or removing holes to prevent errors