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branchrust_reboot/main/foliage_transmission_shadowingcancel

41 Commits over 61 Days - 0.03cph!

2 Months Ago
Remove unused baker prefab
2 Months Ago
Editor GUI tidy up
2 Months Ago
Merge from main
2 Months Ago
Foliage rebake (encoding fix)
2 Months Ago
Fix encoding issue, remove no longer used shaderglobal
2 Months Ago
Re-encode foliage asset data
2 Months Ago
Handle vertex compression by encoding unorms into compatible bits, and baker now handles rebakes better
2 Months Ago
Don't pack data to be compatible with vertex compression
2 Months Ago
Reduce material SHDO intensity
2 Months Ago
Merge from main
2 Months Ago
Foliage assets rebake
2 Months Ago
Trim shader options
2 Months Ago
Replace old SHDO shader options, set keyword dynamically during bake
3 Months Ago
bake revert
3 Months Ago
Merge from main
3 Months Ago
Use selectable texcoords to fix vertex stream issues in build
3 Months Ago
Remove debug code
3 Months Ago
Alow greater SHDO intensity values, bring fade distance a little closer
3 Months Ago
Merge from main
3 Months Ago
Merge from main
3 Months Ago
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
3 Months Ago
Foliage assets rebake
3 Months Ago
Dithering on SHDO, now can set keywords on materials through baker editor, improve editor layout
3 Months Ago
Push editor script
3 Months Ago
Merge from main
3 Months Ago
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.
3 Months Ago
Merge from main
3 Months Ago
Adjust shadow fade transition
3 Months Ago
Foliage assets bake
3 Months Ago
Merge from main
3 Months Ago
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
3 Months Ago
Fix SHDO baking with with muliple materials and when no material has been assigned. Add baking scene and baking prefab.
3 Months Ago
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
3 Months Ago
Merge from main
3 Months Ago
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.
3 Months Ago
Encode spherical harmonics directional occlusion (SHDO) into gbuffer for proper shadowing on direct lighting (directional light only), use alpha testing and multi hit backface raycasting in SH baker to better represent foliage shadowing, blend between shadows and SHDO when reaching max shadow range, and use TOD sun direction for SHDO calculation
4 Months Ago
Spherical harmonics baker (L0, L1) to store self shadowing data in foliage vertices
4 Months Ago
Upgrade fbx exporter for exposed export options API
4 Months Ago
Simple AO baker implementation
4 Months Ago
Capsule SDF setup for shadowing foliage out of shadow range