userDiogo Teixeiracancel

4,161 Commits over 2,161 Days - 0.08cph!

9 Years Ago
Fixed shiny dirt areas on terrain
9 Years Ago
Brought PVT back to Windows build only with tons of changes and performance improvements; disabled by default; needs cleanup after testing (wip) Fixed shader specular issues across the board
9 Years Ago
RustNative: Added back cpu-based prepass render; gpu readback perf too unpredictable RustNative: Made both cpu-based prepass and histogram generation non-blocking RustNative: Updated Windows 32bit and 64bit builds RustNative: Updated OSX build
9 Years Ago
Fixed OSX errors and warnings Updated OSX library
9 Years Ago
Added native texture allocation, meant for optional dxt compressed cache Removed native pre pass render (deprecated) Added native pre pass readback and async histogram computation Updated Windows 64 and 32bit DLLs
9 Years Ago
Added deferred shader/lighting override to help smoothen specular term everywhere (more accurate for rough surfaces)
10 Years Ago
Saved ~70 ALU in terrain shader highest quality mode
10 Years Ago
Added Grab Terrain Normal toggle to terrainBlendObj; enabled by default
10 Years Ago
Trying again
10 Years Ago
Changes from generate.bat as requested by Andre
10 Years Ago
Fixed "Rust/Standard Legacy Terrain" alpha clip issues
10 Years Ago
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
10 Years Ago
Fixed issues with terrain atlas in GL; might require terrain shader reimport
10 Years Ago
Reverted some atlas terrain material parameter values
10 Years Ago
Added a few more shader LOD modes to terrain shader, from 100 to 600; one for each quality mode Added bicubic filtered splat control samples for highest quality mode Fixed a few older menu scene materials
10 Years Ago
Fixed temp code left in terrain shader Added 4 levels of dev.shaderlod => 0, 100, 200 and 300 (in prev commit)
10 Years Ago
Cleaned up and reorganized terrain shader code; particularly the atlas part Removed more obsolete terrain shaders
10 Years Ago
Removed mesh manipulation from terrainBlendObject; not necessary anymore because of raytraced terrain normal map Mopped up a little
10 Years Ago
Fixed terrain blend transitions Fixed snow overlay normals
10 Years Ago
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
10 Years Ago
Updated Terrain-TestLevel-Nicerblend to use new standard-based terrain shader
10 Years Ago
Switched all terrain shaders to future proof PBS surface shaders Removed all intermediate standard/universal custom code and built-in overrides
10 Years Ago
More shader clean up
10 Years Ago
Fixed compilation issues in OGL; possibly other platforms as well Added built-in standard/universal cginc dependencies to avoid surprises in the future
10 Years Ago
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
10 Years Ago
Updated custom standard/universal-based shaders for b12 Removed obsolete legacy terrain shader
10 Years Ago
Fixed Water shader
10 Years Ago
Fixed performance issues on TerrainWeatherExtension Added lightweight TerrainWeatherObject component; has to be added to any obj affected by weather
10 Years Ago
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
10 Years Ago
Toned all the specular down on new terrain material until it gets properly tweaked
10 Years Ago
Switched atlas material to new standard/universal terrain shader; added matching BaseMap shader
10 Years Ago
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
10 Years Ago
Added material for terrain atlas shader testing
10 Years Ago
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
10 Years Ago
Added terrain atlas generator tool
10 Years Ago
Fixed subtle seams between pvt tiles caused by anisotropic filtering; only really visible up close
10 Years Ago
Fixed vertex painter out-of-range submesh error in flood fill
10 Years Ago
Added a few out-of-range checks to AtmosphericBlend; added robustness test (hidden by default)
10 Years Ago
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
10 Years Ago
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10 Years Ago
Fixed snow everywhere by reverting overlay0 mask falloff to a previous value
10 Years Ago
Fixed forward mode in standard/universal terrain shader set
10 Years Ago
Added global albedo control to "Rust/Standard Legacy Terrain"
10 Years Ago
Added test non-pvt atlas-based shader; includes bump and layer masking (wip)
10 Years Ago
Switching standard/terrain shader spec to physical-based params; Fixed a few issues Preparing "Rust/Standard Legacy Terrain" for Petur's tests & feedback
10 Years Ago
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
10 Years Ago
Changed parallax distortion closer to previous setting (diff scaling)
10 Years Ago
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
10 Years Ago
Fixed tint in terrainBlendObj shader; also had to modify top_grass mat's color Fixed terrainBlendExt reference material
10 Years Ago
Hiding AtmosphericBlend calls from server build