226 Commits over 1,491 Days - 0.01cph!
Fixed ghosting in high-precision ssao mode
Fixed banding and exposed range in low-precision ssao mode
Fixed SSAO/CB shenanigans
Placed AM before Scion; disabled AC's tonemapping and exposure (both controlled by Scion)
Undoing unnecessary wip stuff
Merged latest water changes to main
Working version; todo fix tod_shadows
Added terrain alpha support to standard-terrain and standard-blendterrain shaders
Updated standard terrain shader for blend masking; added two props for control: blend factor and fallof
Removed unnecessary standard shader UI clutter (unused)
Updated Terrain material asset
Fixed Before/SpeedtreeBillboard's scumbag inverted vface causing bad normals
Fixed transmission set to const
Added optional Snow Accum Offset; toggable via "EnableAccumOffset" in TerrainWeatherExtension
Fixed splat tints not updating on terrain => added TerrainBlendExt.UpdateMaterialParams() to SetSeason
Before/SpeedTree*: changed Smoothness/Transmission map to TintMask/Transmission map; added support for masked tinting
Fixed terrainBlendExt and terrain related shaders to work with new system
Moved Amplify Motion before Tint shift (sampling issues)
Moved SMAA to after all the edge sensitive blur operations
Increased Amplify Motion quality steps to 2 (still cheap)
Improved motion blur post-process quality a bit (added depth threshold param); added to the changes above, looks much better imo
Added custom speedtree shaders Before/SpeedTree* (SM3 only); fixed weird bug in the process
Nuked BRDF file and merged into BeforePBSLighting; Replaced StandardWorld light model with a more flexible StandardBefore
Edited custom deferred shader; a few tweaks all around
Nuked unused AtmosphericBlend script that doesn't even work :O
Updated to latest Amplify Color and Motion
Disabled AM auto-register objs in Player Camera
Added ability to remove specular from terrain and terrain-blend shaders; zero spec = no spec
Added deferred shader override to Graphics Settings
Fixed terrain/terrain-blend shader errors
Fixed NFAA shader warning
Disabled snow accumulation vertex offset; to get projectors working again
Removed StandardTerrain-BaseMap
Standard lighting model changes for RC3
Shader-level workaround for 'crazy polygons' caused by serialized meshes (vpaint)
Removed customized deferred shader; reverted back to built-in
Added deferred shader/lighting override to help smoothen specular term everywhere (more accurate for rough surfaces)
Added Grab Terrain Normal toggle to terrainBlendObj; enabled by default
Updated StandardWorld lighting code to match unity standard in b13 (specular workflow); same except using world-space normal
Updated all Before/Standard (weathered) shaders to b13
Updated terrain blend extension to match b13 changes
Removed mesh manipulation from terrainBlendObject; not necessary anymore because of raytraced terrain normal map
Mopped up a little
Fixed terrain blend transitions
Fixed snow overlay normals
Changed standard shaders to use surface shaders instead; still wip; anything to stop the pink he said
Removed customized built-in standard shader clutter
Fixed a couple of things in terrain weather extension/object
Fixed compilation issues in OGL; possibly other platforms as well
Added built-in standard/universal cginc dependencies to avoid surprises in the future
Updated custom standard/universal-based shaders for b12
Removed obsolete legacy terrain shader
Fixed performance issues on TerrainWeatherExtension
Added lightweight TerrainWeatherObject component; has to be added to any obj affected by weather
Improved VertexPainter gui control/window handling
Painting Disc gizmo now only shows up when painting
Added console warning when a mesh selected for painting is missing a MeshCollider
Fixed vertex painter out-of-range submesh error in flood fill
Fixed tint in terrainBlendObj shader; also had to modify top_grass mat's color
Fixed terrainBlendExt reference material
First attempt at fixing VertexPainter mesh color array replacement bug in b7
Made snow splat, splatSize, color and specGloss settings global
No longer cloning non-terrainBlend materials in terrainBlendObject
Reverted disabling snow vertex offset