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265 Commits over 365 Days - 0.03cph!

Today
Deepsea biome support for FoliageGrid/FoliagePlacement compute
Today
Fix mesh creation with border meshes Calculate instance offsets when LOD factor is updated Combine per LOD compute into singular dispatch
3 Days Ago
Triangle fan cells wip
9 Days Ago
Calculate cellsize based on vertex count and texels per unit Use max axis for LOD distance Use camera position snapped to half cell increments for LOD distance Change LOD falloff to log function Enable shore wetness
10 Days Ago
Fix displacement clamping
10 Days Ago
Merge from main
10 Days Ago
Compute heightmap into small height max map texture Separate terrain compute bounds into render bounds and camera bounds for shadow cull testing Consider shadow casting in terrain culling step using a raycast with max region height
15 Days Ago
Merge from main
16 Days Ago
Merge from directional_foliage_displacement
16 Days Ago
Adjust displacement factor on materials to fix stretching
16 Days Ago
Merge from main
16 Days Ago
Reduce cases causing texture stretching Fix centre falloff Add directional displacement strength to material Adjust bush and ferns displacement strength Clamp max displacement height radius
16 Days Ago
Terrain shadow culling wip, and merge fix
21 Days Ago
Merge from foliage_instancing
21 Days Ago
Merge from main
21 Days Ago
Merge from directional_foliage_displacement
21 Days Ago
Replace overwritten/corrupted texture bundle
21 Days Ago
Remove debug code and more clean up
21 Days Ago
Merge from main
21 Days Ago
Optimise displacement calculations Fix square displacement Make displacement factor softer and clamp magnitude Improve blend compress and displace vectors Clean up
23 Days Ago
Merge from main
23 Days Ago
Flatten small displacements Fix displacement origin calculation Increase grass displacement factor Clean up and restructure for performance testing
29 Days Ago
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
30 Days Ago
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
35 Days Ago
Merge from main
35 Days Ago
Scale foliage based on distance density falloff to reduce visible pop in
36 Days Ago
Merge from main
36 Days Ago
Increase grass distance max clamp
36 Days Ago
NRE fix for wiping islands without FoliageGrid initialized
37 Days Ago
Merge from foliage_instancing_islands
37 Days Ago
Clean up left over shader constants Remove unused foliage terrain cbuffer update functions
38 Days Ago
Merge from parent
38 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
38 Days Ago
Merge from parent
38 Days Ago
Fix terrainData list removing, clamp activeTerrainIndex to length, and move matrix setup into terrainData constructor
41 Days Ago
MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
41 Days Ago
Check for closest island in increments instead of every frame, also profiler sample fix.
41 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.
45 Days Ago
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
48 Days Ago
Use additive blend and alpha max for heights should solve height blending issues
50 Days Ago
Merge from main
51 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.
59 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.
2 Months Ago
Merge from foliage_instancing (indirect instancing fix)
2 Months Ago
Merge from main
2 Months Ago
Make foliage instancing compatible with indirect instancing
2 Months Ago
Add HeightOffset to foliage placements, and force refresh in editor now recreates buffers for foliage instancing to allow for realtime placement adjustments
2 Months Ago
Merge from main
2 Months 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
2 Months Ago
Less hacky shoreline wetness fix using 2D distance instead