3,772 Commits over 2,161 Days - 0.07cph!
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
Added opt suggested by andre; skipping camera pass on transparent shadowcaster.
Working fix/hack for transparent shadowcaster shader on all platforms.
Added fog density control to atmospheric blend.
Cleaned up Atm Blend and replaced BlendLUT in Main Camera prefab
Added Atmospheric Blending; superset of BlendLUT doing temporal conditions across multiple latitudes/biomes
Fixed AM vector rendering code
Fixed shadow caster; was writing to camera depth
Optimized some getcomponents in AM
Quick fix for lat-based atmospheric blend
Added latitude-based atmospheric blend component; only does color LUTs atm
Preparing amplify color for 2-way latitude+day-night blend
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
PVT fixes for Unity 5 support
Wider hardware support using ARGB32 fallback for tables
Fixed unity5 compatibility issues in amplify color and motion
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
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
Fixed addressing errors in pvt when pages were removed
Tweaked lower pvt runtime configs; sorted base map bug; added base shader to nature/terrain/diffuse-pvt
Fixed PVT issues on OSX, except aliasing caused by missing aniso filtering
Added debug mode to PVT_Control; shows either diffuse, normal, shaded normal, height or gloss
Tweaked PVT; added TestProcedural_PVT map
Disabled PVT by default on Procedural Map, moving to a test scene for now
Fixed Amplify Motion shader compilation errors on d3d11_9x target
Enabled procedural virtual texturing in TestLevel_PVT (fully enabled) and Procedural Map (toggle in terraingen) scenes
Merged procedural virtual texturing
Preparing test level materials for merge into main
Procedural map fully supported and running procedural virtual texturing
Fixed motion blur popping on LOD object switch
Successfully added procedural virtual texturing to TestLevel; building up to ProceduralMap
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Added procedural virtual texturing terrain code