226 Commits over 1,491 Days - 0.01cph!
Added shader "Before/Particles/Lit Alpha Blended" a lit and fogged version of "Particles/Alpha Blended"
Updated AM to latest; now using unscaled delta (#188)
Fixed terrain visuals not updating when terrain config was changed (e.g. splat colors)
Fixed snow painting and visuals
Fixed terrain shader becoming white after switching paint mode
Fixed terrain meta paint mode switch causing crash and/or pink terrain + PPtr warning spam
Found a workaround... geez
trying to sort out the paint crash and/or PPtr error: removed all terrain and terrain-blend shader code, removed terrainblend ext/obj and weather ext/obj script code
Updated AO to latest; reduced depth threshold to 0.2 to prevent halos
Fix compilation error in Graphics Options\Water
Touched ocean and river shaders
Fixed Vertexlit Blended shader (just me being dumb)
Deactivated global fog in ocean and river
Water2 parity with Rust
Fixed a few d3d9 shader compiler errors
Fixed water fog disappearing when moving camera parallel to floor
Fixed AO overdarkening screen top
Fixed 8 splat null refs; Removed heap alloc in AO; updated AM
Standard terrain and terrain-blend support for 8 splats
Fixed remaining transparent surface fog issues affecting mostly global fog on water and particles
Properly computing ambient lighting for "Before/VertexLit Blended"; because unity isn't binding the proper ambient probe for vertex lit
Fixed "Before/VertexLit Blended" ambient lighting
Water2: quality control exposed in inspector
Water2: added force enable fallback normals to material params
Switched fx_embers and fx_smoke to "Before\VertexLit Blended"
Added internal combine normals override so we can use "Camera" to support forward "Before\Skin" in AO; switched mode and tweaked depth threshold to avoid halos
Added "Before\VertexLit Blended" for particle fog/scattering support
Misc shader work
Speedtree billboard shadows
Added missing Encoding.cginc dependency for occlusion
Ported over new SSAO implementation from Rust
Removed unused params in river shader
Water specular and smoothness control (doesn't affect SSR)
Updated amplify motion to v1.7.1
Fixed water hot reloading errors
Added dithering to water atmospheric scattering calcs; solves scattering mismatch closer to the horizon
Patched TOD to allow deferred atmospheric computations (only missing global sky mask)
Fixed river shader going over interpolator limit
Touched ocean and river shaders.
Updated ocean mesh with more border rings, ring spacing modifications for higher distant fog accuracy
Added support for global fog in water and rivers for more seamless integration
Added terrain specular gloss control per-splat (requested by Petur)
Updated shaders to 5.3.1; added normal encoding aware deferred reflection shader override
Merged in speedtree shader fixes from Rust
Merged in water2 updates from Rust (wip; global fog support pending)
Added initial fog support for transparent surfaces (shader mods later)
Changed sky dome probe reflection culling mask on TOD profiles to sky-only (was breaking water refls)
Fixed AddTexture errors (white billboard fix)
Updated custom speedtree and custom PBS/Standard shaders to 5.3 (needs shader reimport)
Also some scripts and meta files (from auto 5.3 upgrade)
Vertex normal toggle on TerrainBlendExtension
Ported water fog fix from Rust