branchrust_reboot/main/legacy-terraincancel
63 Commits over 59 Days - 0.04cph!
Added terrain-class prefab type cycle hotkey (shift+c)
No shortcuts in mesh-blend space conversions (opt later)
Fixed detail normals on mesh blend; cleaned some warnings
Added experimental cloud cover shadows
Cleaned up left overs from splat count reduction
Added biome based terrain tinting; disabled color texture tinting (temp)
Improved normal encoding for transmissive surfs
Improved semi-auto terrain mesh blend; now independent control over distance and steepness blends, height masked, follows mesh normal, etc..
Fixed always hitting temp register issues at every corner by refactoring terrain shader code
Added proper atlas set names to override splat selection; also fixed overrides
Removed that 9th splat
Added detail overlay control for specular and smoothness
Merged ST2 (temp) shader changes into ST shader, removed ST2
Added transmission boost (0..2) to ST shaders
Added temporary experimental ST shaders using Smoothness+Transmission instead of Specular+Transmission; "Rust/Nature/SpeedTree 2"
Added fallback icon to terrain paint
Changed all remaining terrain normal splats to normalmap import type; changed all to compressed
Added vertex normal toggle to std legacy terrain shader
Renamed elevation to altitude in atmosblend, for consistency
Wetness masks now optional in std shader's wet layer to free up samplers
Made terrain an optional std shader layer, now more centralized
Added useful std layers to relevant std shaders
Added directional fade to terrain-blend shader where mesh and terrain normals converge
Added speed tree asset cleanup tool "Tools/Cleanup/SpeeTree Cleanup"
Added option to use elevation, instead of latitude, in AtmosphericBlend
Precision issues with g-buffer normal encoding; affected terrain as well
Fixed transmission interfering with unity std shaders
Changed ST shader default transmission values
Moved standard layer code to own include file
Added wetness control to legacy terrain shader
Added g-buffer normal + light transmission encoding; compatible with unity normal output
Added light transmission options to speedtree shaders
Merged all lighting models into a single one with toggable parts
Re-enabled some features in std rust shader
Added occlusion awareness to wetness
Fixed shader typo causing grayscale albedo in wetness
Fixed testlevel terrain not showing properly
Fixed menu scene and a few other terrain mats; added back 4-layer terrain shader temporarily until menuscene gets remade
Moved horizon fade env refl occlusion into RustPBSLighting to save ALU
Traded detail spec map for occlusion map; also affects env refl occlusion
Swapped rust std shader wetness order to be after particle accum
Improved shader parity with original std shader
PBS version of speetree shaders for Petur; Rust/Nature/SpeedTree
Removed now unnecessary tags from properties in custom shaders (RC3)
Added env reflection occlusion and horizon fade params to Rust standard shader
Removed bent normal map; not worth the extra storage
Improvements to rust standard shader; layers are properly toggable now; detail is now optional as well
Removing some unused stuff
Removed unused wetness nomal map
Added wetness layer to standard shader
Enabling some shader features
Updated internal standard shader properties
Added first version of standard shader with toggable particle accum layer; e.g. rocks with snow, sand
Added warning if force atlas max mip level fails
Fixed repetition artifacts caused by anisotropic filtering on atlas textures
Re-enabling some shader features
Fixing grayscale texture settings
Fixing a couple of minor things post-merge
Added per-splat UVMIX control; affects only legacy terrain shader, for now
Customizable name-based splat icon selection in terrain editor tool
Updated atlas set; atlas gen changes; meta changes
Undoing what was supposed to be a shelve
First working version of Terrain-Mesh blending shader
Removed 4splat and 8splat specialized legacy terrain shaders; now using a single one
Refactored parts of terrain rendering code to make it easier to converge terrain shaders in the future
Excluded forward render path in all terrain related shaders
Switched legacy terrain splat control maps to linear sampling
Added terrain-mesh blend test scene and some temporary assets
Fixed Color Texture having no effect in legacy terrain shader (@Petur)