4,161 Commits over 2,161 Days - 0.08cph!
Fixed shiny dirt areas on terrain
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
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
Fixed OSX errors and warnings
Updated OSX library
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
Added deferred shader/lighting override to help smoothen specular term everywhere (more accurate for rough surfaces)
Saved ~70 ALU in terrain shader highest quality mode
Added Grab Terrain Normal toggle to terrainBlendObj; enabled by default
Changes from generate.bat as requested by Andre
Fixed "Rust/Standard Legacy Terrain" alpha clip issues
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
Fixed issues with terrain atlas in GL; might require terrain shader reimport
Reverted some atlas terrain material parameter values
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
Fixed temp code left in terrain shader
Added 4 levels of dev.shaderlod => 0, 100, 200 and 300 (in prev commit)
Cleaned up and reorganized terrain shader code; particularly the atlas part
Removed more obsolete terrain shaders
Removed mesh manipulation from terrainBlendObject; not necessary anymore because of raytraced terrain normal map
Mopped up a little
Fixed terrain blend transitions
Fixed snow overlay normals
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
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
Fixed compilation issues in OGL; possibly other platforms as well
Added built-in standard/universal cginc dependencies to avoid surprises in the future
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
Updated custom standard/universal-based shaders for b12
Removed obsolete legacy terrain shader
Fixed performance issues on TerrainWeatherExtension
Added lightweight TerrainWeatherObject component; has to be added to any obj affected by weather
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
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
Added terrain atlas generator tool
Fixed subtle seams between pvt tiles caused by anisotropic filtering; only really visible up close
Fixed vertex painter out-of-range submesh error in flood fill
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
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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
Fixed tint in terrainBlendObj shader; also had to modify top_grass mat's color
Fixed terrainBlendExt reference material
Hiding AtmosphericBlend calls from server build