4,161 Commits over 2,161 Days - 0.08cph!
Reverted procedural small; checked in by accident
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
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
Reverted disabling snow vertex offset
Temporarily disabling snow offset
Changed Before/StandardBlendWithTerrain to match terrain UVMIX and added tint to match grass layer
Fixed b8 compilation errors in Before/Standard shader set
Added explicit Terrain field to TerrainWeatherExtension; can be attached to other objects now, as long as the reference to the terrain is set
Fixed missing specular in TerrBumpMasked shader
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
Got rid of super fat property being serialized on terrainBlendExt; tweaking is now quicker/smoother
Fixed standard terrain splat stretching on some scenes
Hidden some members from terrainBlendExt
Hidden non-user members from terrainBlendObj
Added CanEditMultipleObjects to terrainBlendObjEditor
Fixed bug in terrainBlendExt auto-detection/assignment in terrainBlendObj
Removed some debug messages from terrainBlendObj
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
Added toggle to enable/disable Parallax Mapping
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"
Added modified nature/terrain/bumpSpec with blend layer masking for Petur's experiments
Smooth terrain offset due to snow accumulation; was binary before
Added back missing splat tints
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
Replaced snow masterBlend, power and hardness with maxAngle, minHeight and falloff distances for each
Added blending of specular params for snow overlay
Made snow texturing independent from terrain using triplanar projection
Moved snow code to Weathering.cginc; removed deprecated code
Fixed unshaded output
Added first version of snow overlay to terrainBlendExt; could move to a weather control
Forcing terrainBlendObj to material properties on inspector edit
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
Fixed customMesh not getting serialized
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
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
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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
Added Wind Main to atmospheric blend; updates at very low freq due to tree anim reset
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
Updated Windows and Linux builds
Fixed screw-up with RustNative.lua
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
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