360 Commits over 485 Days - 0.03cph!
Improve switching between terrain renderers in game for testing
Remove terrain prefab from worldsetup
Rename renderer to GeometryClipmapTerrain
Fix compile error with server
Switching renderer enum in editor now finds and enables chosen terrain renderer
Simplify lod configs to int array
Fix terrain position getter
Rename terrain compute
Refactor of TerrainMeta and TerrainExtensions with swappable terrain/terrain renderer using ConVar or in editor view (WIP)
Changed keyword to _GEO_CLIPMAP and made shader feature
Added geoclip material to terrain config
Terrain mesh colliider with terrain holes functionality
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Fix height sampling on some terrain sizes, add tooltips to convars, fix server compile errors, set terrain prefab to craggy, set default global lod scale to 2
Add ConVar to use MeshColliders for terrain cells, add editor buttons to create mesh colliders, clean up unused code, and put debug info behind flags.
Clean up editor, fix LOD extent validation, fix editor defaults causing 0 LOD extents, and set new defaults
Override terrain texture globals with nearest deepsea island
Terrain cell mesh colliders with separate cellsize from rendering
Terrain mesh collision cells wip
Disable object motion vectors on model prefabs
Change find source prefab code to ignore the model source asset when setting motion vector settings
Automated find prefabs with standard shader and disable object motion vectors. Add command to print meshrenderers with motion vectors on in scene.
- TerrainHoles support
- Add compute blit when using R16 format
- Only create R16 map when enabled
- Change low res heightmap to use full uint16 range
- Initialise groupthread min and max at texture bounds to fix border values
Terrain collision update tests
- Implement CPU heightmap functions in GPU compute (HeightMapApply), should remove need for map sync
- Profile tests for AddHeight and SetHeightsDelayLOD using a limited texel area
- Add option to use terrain R16 maps, and the active terrain render texture
- Use R16 UAV heightmap for compute and terrain vertex shader
- Improve camera culling by including min/max height of cell
Merge from foliage_instancing_shader_feature
Add alternate slanted grid topology option
Fix culling radius calculation
Fix LOD scaling cell positions for culling
Fix biome layer getting removed somehow from material
Change foliage_instancing to shader feature
Testing changing terrainData heights with different apply methods, and using terrainData heightmap RenderTexture
- Swap terrain convar lodFactor with lodGlobalScale
- GlobalScale effects cell counts between each LOD level
- Add LOD cell extent sliders for each individual LOD level
- Simplify instance offsets calc
- Adjust culling for new terrain cell sizes
- Fix lod border cells, and negative cells
- Change mesh master to only 3 submeshes
- Change instance offsets and arguments for new approach
- Culling toggle in editor
- Fix issues with cell offsets
- Fix grid offsets with negatives
- Change dispatch thread size
Split grid sideblocks to simplify thread to coords
Nested grid changes:
- Add scale to instance data
- Move rotation float2 to uint
- Handle finding grid coords in nested grid with thread id
- Find LOD using precomputed offsets instead of distances
- Adjust grids by offset from LOD0 grid
Merge from sails_motion_vector_fix
Upgrade Standard-Wind shader to match Standard
Use Standard-Wind for sails to fix motion vectors
Terrain renderer editor script
Add terrain testing scene
Add mesh spawn debug option
Change vertex density slider to int
Switch to linear sampling where density is increased
Fix edge length calculation, alignment actually fixed
Align terrain vertices with texel corner to match unity
Move ConVars to terrain ConVars
Add terrain renderer to WorldSetup
Add terrain mesh culling toggle
Improve editor terrain view
Snap render distance to cell to make bounds consistent
FIx incorrect LOD borders at last LOD
Change position operations to integer coords to solve lod border issues with some terrain sizes
Setup terrain renderer to run in editor for scene view and game view cameras
Make low res heightmap size dynamic to handle different terrain sizes
Fix foliage placement orientation on rotated islands
Add profiling marker to terrain render