branchrust_reboot/main/terrain_renderercancel
87 Commits over 212 Days - 0.02cph!
Make terrain ConVar developer only
Bring back terrain margins for collision with geoclip terrain
Add min radius for terrain culling
Improve culling shadow bounds check accuracy and performance
Remove unneeded map sample when culling terrain
Remove terrain test scene
Clamp uv for min/max height sampling
Fix building terrain check
Remove debug colour terrain instance data
Remove terrain mesh collider tests
Disable on deepsea
Update terrain quality on init
Fix FoliagePlacements when using MeshRootTerrain
Fix merge issues
Fix non-procedural scenes where the terrainRenderer has not been setup
Clean up Geoclipmap debug code
Fix LOD extents validation, causing rendering issues.
Fix craggy
Revert terrainHeights native array change
Init HeightTexture with mipcount 0
Adjust terrain cell border check
Use NativeArray to hold terrain heights for texture creation
Add debug logs
Fix NREs in terrain commands
Prevent terrain margins when using geoclip terrain
Change heightmap to RG16 to hold required terrain heights
Convert heightmaps when not RG16
Change heightmap sampling in terrain and foliage instancing
Replace changed settings assets with main
Replace Clear args dispatch with cpu clear for instance arguments
Fix geoclip InitBuffers function
Disable heightmap mips
Disable collision test code with ifdefs
Fix error from changing quality when terrain buffers have not been created
Fix height sample double scaling
Add TerrainData static property on TerrainMeta
Remove the Terrain static property
Fix server nre
Add heightsampling method with terraindata
Simplify TerrainRenderer operations
Clamp borders at corners of cells
Terrain quality now effects terrain LOD global scale
Clamp terrain cells to terrain borders
In editor TerrainMeta will try and find terrainData if null
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
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
Terrain cell mesh colliders with separate cellsize from rendering
Terrain mesh collision cells wip
- 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
Add alternate slanted grid topology option
Fix culling radius calculation
Fix LOD scaling cell positions for culling
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