userDayaancancel

242 Commits over 334 Days - 0.03cph!

Today
Fix negative displacements being clipped Scale vector by radius after sample Clamp to avoid any extremes Falloff by distance from centre of mesh and scale of mesh Displace only when vector does not cross centre of mesh
5 Days Ago
Merge from main
6 Days Ago
Scale foliage based on distance density falloff to reduce visible pop in
6 Days Ago
Merge from main
7 Days Ago
Increase grass distance max clamp
7 Days Ago
NRE fix for wiping islands without FoliageGrid initialized
8 Days Ago
Merge from foliage_instancing_islands
8 Days Ago
Clean up left over shader constants Remove unused foliage terrain cbuffer update functions
8 Days Ago
Merge from parent
8 Days Ago
Remove CPU height sampling option can't be supported with mesh terrains Do not invalidate cells when pushing a mesh terrain (only invalidate when nearest is changed) Update terrain cbuffer after switching terrain data
9 Days Ago
Merge from parent
9 Days Ago
Fix terrainData list removing, clamp activeTerrainIndex to length, and move matrix setup into terrainData constructor
12 Days Ago
MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
12 Days Ago
Check for closest island in increments instead of every frame, also profiler sample fix.
12 Days Ago
FoliageGrid renders on closest island and resets when island changes. Handle cases of terrain being rotated when sampling terrain maps by extracting 2D worldToLocalMatrix.
16 Days Ago
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
19 Days Ago
Use additive blend and alpha max for heights should solve height blending issues
21 Days Ago
Merge from main
21 Days Ago
Replace all displacement textures with shapes, switch off blending for now, use vertex position to sample displacement instead of instance pos (except of grass case), squash foliage towards centre relative to displacement vector, use quantized vertex colours to attenuate, and rework directional height for better blending.
30 Days Ago
Replace circle displace textures with radius, change displacement map to halfs (for now) to avoid precision issues when encoding, fix grass displacement issues with directional system, adjust blendmodes and use color mask to avoid blending height.
34 Days Ago
Merge from foliage_instancing (indirect instancing fix)
34 Days Ago
Merge from main
34 Days Ago
Make foliage instancing compatible with indirect instancing
35 Days Ago
Add HeightOffset to foliage placements, and force refresh in editor now recreates buffers for foliage instancing to allow for realtime placement adjustments
35 Days Ago
Merge from main
35 Days Ago
Change displacement map to linear, implement directional displacement, change displacement shader blends to handle encoded directional data, pass in terrain height params as shader globals, and sample displacement vectors attenuated by foliage wind vertex colours
44 Days Ago
Less hacky shoreline wetness fix using 2D distance instead
44 Days Ago
Fix terrain shadows, add vertex normal map sampling, use terrain heightmap instead of height slope map, change LOD slider into min/max slider for more control, and add convar for terrain renderer toggling.
49 Days Ago
Merge from main
49 Days Ago
Ocean shoreline wetness fix
50 Days Ago
Split dispatches per LOD, enable camera culling per cell, improve use of groupshared memory, enable renderer in editor, and add LOD distribution slider.
54 Days Ago
Merge from foliage_displacement_improvements
54 Days Ago
Merge from main
54 Days Ago
Adjust circle displacement output to make displacement animation less linear
55 Days Ago
Merge from main
55 Days Ago
Instanced terrain cell renderer setup
57 Days Ago
Merge from foliage_instancing
57 Days Ago
Create separate materials for foliage placements/instancing
57 Days Ago
Merge from main
60 Days Ago
Merge from foliage_displacement_improvements
60 Days Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
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.
2 Months Ago
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
2 Months Ago
Implement wrapping displacement map and multi viewport rendering in SpecialPurposeCamera
2 Months Ago
Fix wrong blendmode for new displacement clearing
2 Months Ago
Merge from main
2 Months Ago
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.
2 Months Ago
Instanced snow tiles based on terrain maps with simple displacement
2 Months Ago
Extend SpecialPurposeCamera to optionally use material render pass instead of clear, and add new subtractive shader for displacement reduction over time instead of instantaneous