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243 Commits over 334 Days - 0.03cph!

4 Days Ago
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
5 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
10 Days Ago
Merge from main
11 Days Ago
Scale foliage based on distance density falloff to reduce visible pop in
11 Days Ago
Merge from main
12 Days Ago
Increase grass distance max clamp
12 Days Ago
NRE fix for wiping islands without FoliageGrid initialized
13 Days Ago
Merge from foliage_instancing_islands
13 Days Ago
Clean up left over shader constants Remove unused foliage terrain cbuffer update functions
13 Days Ago
Merge from parent
13 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
14 Days Ago
Merge from parent
14 Days Ago
Fix terrainData list removing, clamp activeTerrainIndex to length, and move matrix setup into terrainData constructor
17 Days Ago
MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
17 Days Ago
Check for closest island in increments instead of every frame, also profiler sample fix.
17 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.
21 Days Ago
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
24 Days Ago
Use additive blend and alpha max for heights should solve height blending issues
26 Days Ago
Merge from main
26 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.
35 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.
39 Days Ago
Merge from foliage_instancing (indirect instancing fix)
39 Days Ago
Merge from main
39 Days Ago
Make foliage instancing compatible with indirect instancing
40 Days Ago
Add HeightOffset to foliage placements, and force refresh in editor now recreates buffers for foliage instancing to allow for realtime placement adjustments
40 Days Ago
Merge from main
40 Days 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
49 Days Ago
Less hacky shoreline wetness fix using 2D distance instead
49 Days Ago
Fix terrain shadows, add vertex normal map sampling, use terrain heightmap instead of height slope map, change LOD slider into min/max slider for more control, and add convar for terrain renderer toggling.
54 Days Ago
Merge from main
54 Days Ago
Ocean shoreline wetness fix
55 Days Ago
Split dispatches per LOD, enable camera culling per cell, improve use of groupshared memory, enable renderer in editor, and add LOD distribution slider.
59 Days Ago
Merge from foliage_displacement_improvements
59 Days Ago
Merge from main
59 Days Ago
Adjust circle displacement output to make displacement animation less linear
2 Months Ago
Merge from main
2 Months Ago
Instanced terrain cell renderer setup
2 Months Ago
Merge from foliage_instancing
2 Months Ago
Create separate materials for foliage placements/instancing
2 Months Ago
Merge from main
2 Months Ago
Merge from foliage_displacement_improvements
2 Months Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
Improve time sliced render option (can prioritise area near player), only clear within viewport option, replace old shader constants, update shader constants only when needed, and update foliage prefabs with new clear material.
2 Months Ago
Snap displacement cam to map texel increments to avoid jittering issues Use flags for SpecialPurposeCamera for multiple render on refresh options Timesliced rendering option for multi viewport renders
2 Months Ago
Implement wrapping displacement map and multi viewport rendering in SpecialPurposeCamera
2 Months Ago
Fix wrong blendmode for new displacement clearing
2 Months Ago
Merge from main
2 Months Ago
Better snow blending with terrain, displacement effects colour, reworked displacement manager to allow for continuous displacement (trails instead of discrete steps), displacement rendering now wraps around the map through multiple viewports, and added snow footstep prefab.
3 Months Ago
Instanced snow tiles based on terrain maps with simple displacement