2,130 Commits over 2,161 Days - 0.04cph!
Cleaned up and reorganized terrain shader code; particularly the atlas part
Removed more obsolete terrain shaders
Updated Terrain-TestLevel-Nicerblend to use new standard-based terrain shader
Switched all terrain shaders to future proof PBS surface shaders
Removed all intermediate standard/universal custom code and built-in overrides
Added built-in standard/universal cginc dependencies to avoid surprises in the future
Updated custom standard/universal-based shaders for b12; also works on b11
Fixed atlas shader texture popping bug on nv650M/windows
Updated custom standard/universal shaders to latest universal core cginc
Updating pvt shader to standard/universal
Toned all the specular down on new terrain material until it gets properly tweaked
Switched atlas material to new standard/universal terrain shader; added matching BaseMap shader
Adjusted terrain atlas textures import settings
Force disabled PVT via script and changed default terrain material to Procedural-ATLAS; updated TerrainGenerator prefab
Updated layer masking to handle 4-channel specular
Changed some shaders to half precision across the board for some low-end love
Added atlas path to "Rust/Standard Procedural Terrain" in order to match the shader used in the menu scene
Deleted some seemengly unused shaders that weren't compiling
Added material for terrain atlas shader testing
Added terrain atlas generator tool
Fixed subtle seams between pvt tiles caused by anisotropic filtering; only really visible up close
Added a few out-of-range checks to AtmosphericBlend; added robustness test (hidden by default)
Fixed standard/universal terrain shader compilation issues across several platforms
First viable and seamless version of terrain atlas shader
Renamed atlas textures for consistency
PVT parallax distortion now also affects overlays
▉▉▊▊ ▋▊▋▋▌ ▍▆▊▅██▍ ▌▋ ▆▇▊▉▌▌
Fixed snow everywhere by reverting overlay0 mask falloff to a previous value
Fixed forward mode in standard/universal terrain shader set
Added global albedo control to "Rust/Standard Legacy Terrain"
Added test non-pvt atlas-based shader; includes bump and layer masking (wip)
Switching standard/terrain shader spec to physical-based params; Fixed a few issues
Preparing "Rust/Standard Legacy Terrain" for Petur's tests & feedback
Removed deprecated shaders; moving pvt shaders to play nicer with existing folder structure
Added standard/universal terrain shaders for legacy terrains; renamed existing to include procedural
Changed parallax distortion closer to previous setting (diff scaling)
Started optimizing PVT shaders; split tile rendering into near/far
Started cleaning up PVT and derived terrain shaders; paving the way to standard/universal
Added first version of standard/universal shaders; still need testing
Moved some PVT shaders and includes around; nothing major
Fixed parallax seams on PVT shaders
Hiding AtmosphericBlend calls from server build
Reverted procedural small; checked in by accident
Made AtmosBlend update wind smoothly again; possible thanks to unity tree wind fix
Temporarily removed that unused third overlay from PVT shaders; will add back if applicable
Added el cheap-o parallax mapping to all terrain PVT shaders; using subtle offset as default
Fixed missing specular in TerrBumpMasked shader
Fixed potential NRE in planar reflection
Added PVT version of TerrBumpSpecMasked shader
Added back support for legacy terrains albeit changing new baseline to TerrBumpSpecMasked
Update TestLevel_PVT for testing
Added toggle to enable/disable Parallax Mapping
Renamed "Nature/Terrain/Bumped Specular BlendMask" to "Nature/Terrain/Bumped Specular Masked" for consistency
Added unity's half-assed Parallax Mapping to "Nature/Terrain/Bumped Specular Masked"
Added modified nature/terrain/bumpSpec with blend layer masking for Petur's experiments
Added Wind Main to atmospheric blend; updates at very low freq due to tree anim reset
Added ~6x faster native PVT pre-pass rendering path with managed fallback; waiting for native binaries
Added ~5x faster native AmplifyMotion skinned motion calc path with managed fallback; waiting for native binaries
Merged a few bugfixes from Amplify Motion 1.3.0; scaled auto worker threads to half
Added debug overlay properties to PVT_Control; removed related ad-hoc code from runtime
Fixed legacy and legacy uvmix terrains not having proper water reflections
Fixed missing sky from new water reflections
Added tree rendering to new water reflections; bark and leaves
Added optional oldReflectionPath to PlanarReflection component, for comparison shots against new method
Added missing overlays to terrain's water reflection
Moved new water reflection shader into a Resources folder; was broke on client build
Fixed fog rendering in water reflections; also switched reflections to a faster/simpler replacement shader
Fixed atmospheric blend locking inspector values during play mode
Fixed and consolidated PVT layer masking; not final, pending feedback from artists
Added auto PVT cache reset on cache aware material param change; edit-mode only workflow tool; exposed as PVT_Control.cacheReset
Reimported all terrain normal+height maps
PVT base pyramid no longer using managed resources and is now uncompressed;
Eliminated PVT base map cpu creation steps; looking to fix out-of-mem crashes
Base terrain PVT shader now also fetches from VT cache; zoom now works again
Workaround for PVT prepass render causing index-out-of-range on OSX standalone build
Improved PVT performance in some areas; tweaked params again; more async
Improved PVT rendering in far away terrain; still not final
Fixed buggy PVT normals
Deployed PVT to all scenes using Main Camera prefab
Removed pvt specific configs from TerrainGen to avoid setting it up in multiple places
Removed UVMIX baking to pvt cache; near and far freqs now reside in separate caches
Improved pvt terrain texturing fidelity close to original non-pvt terrain; UVMIX now done properly and matches original
PVT update: very close to deployment, only a couple bugfixes away; HQ got finer granularity; larger VT support
Fixing tiny oversight in atmospheric blend code
Added motion blur MinVelocity to ameliorate sliding intermittent blur and improve MB quality
Added a few TOD params to geo-temporal atmospheric blending