userDiogo Teixeiracancel

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

10 Years Ago
Reverted procedural small; checked in by accident
10 Years Ago
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
10 Years Ago
First attempt at fixing VertexPainter mesh color array replacement bug in b7 Made snow splat, splatSize, color and specGloss settings global No longer cloning non-terrainBlend materials in terrainBlendObject
10 Years Ago
Reverted disabling snow vertex offset
10 Years Ago
Temporarily disabling snow offset
10 Years Ago
EOL warnings
10 Years Ago
Changed Before/StandardBlendWithTerrain to match terrain UVMIX and added tint to match grass layer
10 Years Ago
Fixed b8 compilation errors in Before/Standard shader set
10 Years Ago
Added explicit Terrain field to TerrainWeatherExtension; can be attached to other objects now, as long as the reference to the terrain is set
10 Years Ago
Tons of changes
10 Years Ago
Fixed missing specular in TerrBumpMasked shader
10 Years Ago
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
10 Years Ago
Got rid of super fat property being serialized on terrainBlendExt; tweaking is now quicker/smoother
10 Years Ago
Fixed standard terrain splat stretching on some scenes Hidden some members from terrainBlendExt
10 Years Ago
Hidden non-user members from terrainBlendObj Added CanEditMultipleObjects to terrainBlendObjEditor Fixed bug in terrainBlendExt auto-detection/assignment in terrainBlendObj
10 Years Ago
Removed some debug messages from terrainBlendObj
10 Years Ago
Fixed snow vertex offset to use snow accumulation vector instead of vertex normal Packed some snow material parameters First version of multi-island terrain blend support; tries not to break batching Moved all terrainBlend initialization heavy work to editor tools (baked); both extension and object should instant load now When randomly placing these, e.g. rocks, make sure transform is set in Instantiate() to trigger pre-processing during initialization
10 Years Ago
Added toggle to enable/disable Parallax Mapping
10 Years Ago
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"
10 Years Ago
Added modified nature/terrain/bumpSpec with blend layer masking for Petur's experiments
10 Years Ago
Smooth terrain offset due to snow accumulation; was binary before
10 Years Ago
Added back missing splat tints
10 Years Ago
Cleaned up shader warnings Added vertex offset for terrain only, to fake snow accumulation Changed snowSpecGloss default to all zeros/black Added snowColor; multiplies against snowSplat for extra control
10 Years Ago
Replaced snow masterBlend, power and hardness with maxAngle, minHeight and falloff distances for each Added blending of specular params for snow overlay
10 Years Ago
Made snow texturing independent from terrain using triplanar projection Moved snow code to Weathering.cginc; removed deprecated code Fixed unshaded output
10 Years Ago
Added first version of snow overlay to terrainBlendExt; could move to a weather control
10 Years Ago
Forcing terrainBlendObj to material properties on inspector edit
10 Years Ago
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10 Years Ago
Fixed terrain blend seam transitions; per-vertex normal just didn't cut it, brought back terrain normal map initialization Added grabTerrainDiffuse toggle to terrainBlendObject; uses terrain diffuse across the entire surface but still blends the normals Added reload mesh button to terrainBlendObject inspector
10 Years Ago
Fixed customMesh not getting serialized
10 Years Ago
Fixed albedo/diffuse blending Fixed Splat Tints and UVMIX shader params not set on the global scope; required by BlendWidthTerrain shaders Added terrain-mesh blending of diffuse and specular colors Now saving a reference mesh to keep sharedMesh updated with latest import; ATM requires manual disable/enable component to update
10 Years Ago
Added automatic mesh cloning to TerrainBlendObject; fixes issues with multiple objects sharing same mesh Removed deprecated normal generation code inside TerrainBlendExtension; faster initialization now Now updating blend shader constants in edit-mode when changes happen in TerrainBlendExtension Added controllable tint per splat TerrainBlendExtension.Instance.SplatN_Tint variables (auto udpated by TerrExt) Cleaned up parts of terrain blend shader code; now reusing more code for both terrain and mesh cases Proposed Standard Terrain shader now also works without TerrainBlendExtension component added to terrain object Fixed bug in HardMix splat blending causing some bad transitions; now much closer to original linear blends Improved HardMix curves by fetching bicubic control sample instead of average control
10 Years Ago
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10 Years Ago
First version of proposed new terrain shader (no snow yet) based on U5 universal shader Mesh blend shader to go with new terrain shader; also universal Support scripts for terrain and terrain-blend objects Removed redundant default bump-spec terrain shader added by mistake
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 new terrain shader with hard-mix/blend, UVMIX, optional flat faces; working fog; cross-platform friendly Created test material_arctic and assigned to island_arctic1 terrain
10 Years Ago
Updated Windows and Linux builds
10 Years Ago
Fixed screw-up with RustNative.lua
10 Years Ago
10 Years Ago
Changed the structure a bit; moved stuff into folders Changed EXPOSE macros to EXPORT_API; just cause they were fewer Removed unity.hpp in favour of RustNative.h; used as precompiled header Added native code for PVT pre-pass Added native code for Amplify Motion skinning motion vector calculation Added native low-level raw copy texture region meant for real-time GPU-based PVT cache compression Added SSE2 (adding to SSE) support Added GL (all), GLEW (win, linux) and pthreads (win) dependencies Fixed noise.cpp warnings (C4244) on windows target Updated builds for all platforms; still untested on OSX and Linux; didn't copy to rust_reboot
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