userDayaancancel

487 Commits over 577 Days - 0.04cph!

1 Year Ago
Switch to structs instead of offsets, update debug counters for clarity, add clean up on destroy, give foliage unique seeds to keep consistent
1 Year Ago
Make foliage instancing much more stable/accurate, better seed and random calculations, made the noise texture match the CPU noise much more closely in distribution, add debug option to force CPU and GPU maps to sync, apply random scale to instances, and change foliage count calculation to adjust for probability.
1 Year Ago
Merge from main
1 Year Ago
Add rotation toggle and face cullmode options in foliage billboard shader. Update all relevant materials which had the old unused _Cull property with the default off.
1 Year Ago
Add debug counters to compute, adjust noise compute for better placement, add toggle for instancing, fix incorrect cell bounds calculation, improve foliage cpu count estimation, improve foliage random positions, and add camera culling to foliage compute.
1 Year Ago
Merge from main
1 Year Ago
Fix and improve foliage placement compute map sampling/decoding, fix incorrect foliage cells being used, clean up and move shader setup for instancing to includes, fix bounds calculations, add function to get foliage counts per cell, implement instance offsets and density handling to foliage placement.
1 Year Ago
Progress on foliage instancing: noise generation on gpu, fixed compute placement sync issues, wip instance data offsets and usage in foliage shader.
1 Year Ago
Fix foliage grid bounds calculations, basic implementation of terrain maps in compute foliage placement
1 Year Ago
Add smoothstep reverse fresnel opacity option
1 Year Ago
Compute foliage placement prototyping
1 Year Ago
XMasLight shader: replace BaseEmission with MinEmission, hardcode off mode as 0
1 Year Ago
XMasLight shader: use BaseEmission as minimum brightness in animation, and add animation curve
1 Year Ago
Ice shader: triplanar normal map correction
1 Year Ago
Ice shader: fix culling/flickering when gpu instancing is enabled
1 Year Ago
Fix emission from being clamped
1 Year Ago
Ice shader: use packed textures to reduce texture sampling, and clean up GUI
1 Year Ago
Remove new detail metallic map from decals to stop errors for now
1 Year Ago
Adjust TOD scattering direction clamp to avoid normalising zero vector (stop NaNs)
1 Year Ago
Added emission fresnel to xmas lights
1 Year Ago
Ice shader: screensize and edge length now factor into tessellation
1 Year Ago
Ice shader: change tangent space normal blending to world space, make occlusion map align with normal map sampling, and frost now impacts alpha
1 Year Ago
Merge from main
1 Year Ago
Ice shader: add tangent reconstruction normals will now behave properly, improve parallax offset calculation, and add frost min/mid/max sliders.
1 Year Ago
Ice shader: fix normals
1 Year Ago
Add Ice shader tessellation to forwardAdd pass, and make transmission map triplanar
1 Year Ago
Ice shader tessellation with phong and bezier smoothing options
1 Year Ago
Add ice shader GUI, many colour tints, fix normals, and smoothness, and improve parallax effect
1 Year Ago
Ice shader update, smoother edge detection, parallax, and some frost on top
1 Year Ago
Merge from main
1 Year Ago
Update shader GUI
1 Year Ago
First pass at ice sculpture shader with basic/cheap edge detection
1 Year Ago
LOD crossfading transitions on Renderer LODs WIP
1 Year Ago
Allow the user to choose which UV set to use for AO map slot specifically in standard shaders
1 Year Ago
Merge from main
1 Year Ago
Add Specular map option to Detail Layer, update shader editor GUI, add the changes to additional standard shaders.
1 Year Ago
Add metallic map to detail layer on standard shaders