523 Commits over 607 Days - 0.04cph!
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
Move colour grading, bloom and exposure apply to UberPostPass to match BRP and enable finer post effect reordering
Apply greyscale after colour grade (fixes NVG)
Remove linear conversion in ColorAdjustments to match BRP
Use linear conversion in greyscale to match BRP
Move cathode volume component into project
Cathode renderer feature
Setup cctv, cctv_manpad, and attackhelicam RRP volumes and overlays
Fix vignette settings remapping
Add screen_blur_UI_RRP volume asset
Setup night vision overlay and volume
Fix RRP colour grading Lift not being applied correctly
Setup RRP volumes/scripts for screen_blur and screen_blur_heavy for BlurManager
Use _RRP keyword for UIBlurBackground and UIBlurBackgroundSpread shaders to toggle grab pass sampling (using a subshader seems to cause crashes)
Add UI Blur profile to BlurManager with variable blurSize
Add UIBackgroundBlur component to ingame menus
Setup UIBackgroundBlur tweening to match old behaviour
Fix SSAO issues when swapping between pipelines
Fix foliage impostors again
Fix foliage impostors on RRP
Add blur optimized pass
ColdOverlay RRP volume fix
Add frost effect to UberPostPass
Add frost volume component
Setup cold RRP effect and script
Reduce some shader variants by using branching for low cost effects
Setup RRP hurt punch and radiation overlay effects/scripts
Setup hurt overlay effect and script with RRP
Setup vignette and sharpen effect and script with RRP
Merge vignettes into one effect
Make renderscale effect RRP clone asset
Update sharpen_vignette, radiation, and cctv RRP volumes
Setup postprocess render scale and change passes to use scaled buffer size
Add screen overlay (with lighting) to UberPostPass
Add GreyScale effect to uber post pass
Rename UberOverlay to UberPostPass
Add chromatic aberration and grain to uberpass
Revert changes to PostFXBlitter
MotionBlurPass graphics format compatibility fix
Change SSAO render to use static lambdas
OverlayUberPass with sharpening and vignette
Upgrade SSAO to new render pipeline API
Replace RenderPasses with RasterPasses and BlitPasses
Replace commandbuffer SetGlobals with material setters
Use RenderAttachment and UseTexture workflow