197 Commits over 273 Days - 0.03cph!
Merge from foliage_transmission_shadowing
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Merge from foliage_transmission_shadowing
Foliage rebake (encoding fix)
Fix encoding issue, remove no longer used shaderglobal
Merge from foliage_transmission_shadowing
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
Merge from foliage_transmission_shadowing
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
Merge from foliage_transmission_shadowing
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
Add editor for SH Baker, restructure for AO options, clean up redundant code, add SHDO debug option and intensity slider for foliage material, use a fixed distance and take min shadow for shadow fade/blending, use transmission channel bits for SHDO instead of AO channel.
Adjust shadow fade transition
Use mips in SH baker to better emulate in game shadows, add mip and sampling options, improve shadow fade transition, fixed issue with multiple materials (again), add spawning method for all effected meshes for testing
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Fix SHDO baking with with muliple materials and when no material has been assigned. Add baking scene and baking prefab.
Optimise SH Baker into larger raycast batches, caching texture data, and SH occlusion sampling using parallel jobs. Handle cases where fbx does not have material assigned by searching local materials folder
Move SH calculations to vertex shader, use Unity shadow fade function for shadow to SHDO transition/blending, remove unneeded interpolators, fixed precision issue causing SHDO flickering when in shadow range.