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436 Commits over 516 Days - 0.04cph!

Yesterday
Fix primitive object hole assets front/back faces Change gizmos to use transform Move terrain shader from front of queue to back for now Remove stencil writing from terrain depth prepass Restore original terrain stencil state Remove holemap Add debug option to hole shader to see front/back faces Subinstance culling with degen triangles Sample terrain height in hole vertex for high res interpolation and discard in fragment if above terrain Automatically start depth prepass when TerrainHoleRenderer is active
2 Days Ago
Merge from parent
3 Days Ago
Merge from terrain_renderer
3 Days Ago
Actually assign culling value in cullingtest
3 Days Ago
Merge from terrain_renderer
3 Days Ago
Merge from main
3 Days Ago
Change culling test to check using map of device ids
3 Days Ago
Add GPU check method on ConVar terrain.cullingtest
3 Days Ago
Change min/max heightmap to from R16G16_Uint to encoded R32_UInt for guaranteed compatibility
3 Days Ago
Apply shelve 13775 Fix terrain.geometryclipmaps not persisting properly
3 Days Ago
Merge from main
3 Days Ago
Merge from quarry_material_fix
3 Days Ago
Disable terrain blend on quarry material
6 Days Ago
Prototype terrain holes using stencils for better resolution Create terrain only depth prepass (also stops unity overwriting stencil state) after HoleShape pass where stencil mask is written Change terrain shader depth test to Equal (failing where prepass stencil test fails) Change hole renderer to use cubes or triangle prism configs Add HoleShape assets for minimal cube and triangle prism vertex positions and triangles Dynamically duplicate HoleShape meshes (with vertexID based instancing) to meet min vertex count for efficient instancing Improve HoleShape inspector with adjustable sliders
10 Days Ago
Gizmo drawer for hole shapes Fit to mesh function Improve inspector GUI Render in editor for easier testing
13 Days Ago
Terrain holes prototyping with SDF style shape components to render new static terrain holes locally for improved resolution
14 Days Ago
Check AlphaMap isInitialized on AdaptMeshToTerrain to prevent editor errors
14 Days Ago
Merge from main
15 Days Ago
Merge from terrain_renderer (culling ConVar)
15 Days Ago
Make terrain culling ConVar accessible
15 Days Ago
Merge from main
15 Days Ago
Change contact image render to WaitForEndOfFrame coroutine
16 Days Ago
Use RGBA32 for heightmap baking
20 Days Ago
Merge from terrain_culling_uav_fix
20 Days Ago
Merge from main
20 Days Ago
UAV format support check for terrain culling
20 Days Ago
Fix remove default unity terrain check from map render
21 Days Ago
Merge from terrain_renderer
21 Days Ago
Fix shader warnings in terrain compute (prevent possible edge case issue)
21 Days Ago
Merge from main
22 Days Ago
Merge from terrain_renderer
22 Days Ago
Merge from main
22 Days Ago
Merge from main
22 Days Ago
Fix too large farplane distance in terrain culling, adjust lod count for better gpu perf
22 Days Ago
Fix terrain quality remapping
23 Days Ago
Merge from terrain_renderer
23 Days Ago
Merge from main
23 Days Ago
Clamp renderdistance with a minimum to fix some edge case issues
23 Days Ago
Merge from main
23 Days Ago
Add padding to int params
23 Days Ago
Fix draw distance max cell calculation and snap to furthest lod
27 Days Ago
Merge from terrain_renderer
27 Days Ago
Codegen
27 Days Ago
Make terrain ConVar developer only
27 Days Ago
Merge from terrain_renderer
27 Days Ago
Merge from main
27 Days Ago
Bring back terrain margins for collision with geoclip terrain
28 Days Ago
Merge from terrain_renderer
28 Days Ago
Add min radius for terrain culling
28 Days Ago
Improve culling shadow bounds check accuracy and performance