userDiogo Teixeiracancel
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3,772 Commits over 2,161 Days - 0.07cph!

10 Years Ago
Added Wind Main to atmospheric blend; updates at very low freq due to tree anim reset
10 Years Ago
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10 Years Ago
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
10 Years Ago
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
10 Years Ago
Added missing overlays to terrain's water reflection
10 Years Ago
Moved new water reflection shader into a Resources folder; was broke on client build
10 Years Ago
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10 Years Ago
Fixed fog rendering in water reflections; also switched reflections to a faster/simpler replacement shader
10 Years Ago
Fixed atmospheric blend locking inspector values during play mode
10 Years Ago
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
10 Years Ago
Reimported all terrain normal+height maps
10 Years Ago
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
10 Years Ago
Workaround for PVT prepass render causing index-out-of-range on OSX standalone build
10 Years Ago
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
10 Years Ago
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
10 Years Ago
10 Years Ago
Fixing tiny oversight in atmospheric blend code
10 Years Ago
Added motion blur MinVelocity to ameliorate sliding intermittent blur and improve MB quality
10 Years Ago
Added a few TOD params to geo-temporal atmospheric blending
10 Years Ago
Added opt suggested by andre; skipping camera pass on transparent shadowcaster.
10 Years Ago
Working fix/hack for transparent shadowcaster shader on all platforms.
10 Years Ago
Added fog density control to atmospheric blend.
10 Years Ago
Cleaned up Atm Blend and replaced BlendLUT in Main Camera prefab
10 Years Ago
Added Atmospheric Blending; superset of BlendLUT doing temporal conditions across multiple latitudes/biomes Fixed AM vector rendering code
10 Years Ago
Fixed shadow caster; was writing to camera depth Optimized some getcomponents in AM
10 Years Ago
Quick fix for lat-based atmospheric blend
10 Years Ago
Added latitude-based atmospheric blend component; only does color LUTs atm Preparing amplify color for 2-way latitude+day-night blend
10 Years Ago
Fixed remaining PVT issues on OSX/GL; port to u5 is complete Updated PVT terrain shader to match recent changes to fallback Fixed amplify motion shader errors Removed unused AM shaders for now Scaled back on pagesPerFrame
10 Years Ago
PVT fixes for Unity 5 support Wider hardware support using ARGB32 fallback for tables
10 Years Ago
Fixed unity5 compatibility issues in amplify color and motion
10 Years Ago
Optimized pvt table textures; now 33% smaller Tweaked pvt fetch code; now faster and more reliable Fixed some more pvt hot reloading issues; quick cleanup PVT is now live on Procedural Map
10 Years Ago
Fixed pvt bug from hell.. again; deployed reference parallel cpu impl Fixed pvt pre-pass raymarching wrong near-plane clipping Refactored pvt code for hot reload friendliness and cleaned up dirtier parts Raised pvt aniso level to 8 by default Base pvt pyramids are now compressed PVT now scales according to quality settings and available vram
10 Years Ago
Fixed addressing errors in pvt when pages were removed
10 Years Ago
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10 Years Ago
Tweaked lower pvt runtime configs; sorted base map bug; added base shader to nature/terrain/diffuse-pvt
10 Years Ago
Fixed PVT issues on OSX, except aliasing caused by missing aniso filtering
10 Years Ago
Added debug mode to PVT_Control; shows either diffuse, normal, shaded normal, height or gloss
10 Years Ago
Tweaked PVT; added TestProcedural_PVT map
10 Years Ago
Disabled PVT by default on Procedural Map, moving to a test scene for now Fixed Amplify Motion shader compilation errors on d3d11_9x target
10 Years Ago
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10 Years Ago
Enabled procedural virtual texturing in TestLevel_PVT (fully enabled) and Procedural Map (toggle in terraingen) scenes
10 Years Ago
Merged procedural virtual texturing
10 Years Ago
Preparing test level materials for merge into main
10 Years Ago
Merged with base
10 Years Ago
Procedural map fully supported and running procedural virtual texturing
10 Years Ago
Merging from main
10 Years Ago
Fixed motion blur popping on LOD object switch
10 Years Ago
Successfully added procedural virtual texturing to TestLevel; building up to ProceduralMap
10 Years Ago
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10 Years Ago
Added procedural virtual texturing terrain code