34 Commits over 0 Days - ∞cph!
Try set hover on the voxel terrain so it can be selected in editor
Probably should set material normal here
Test vox renderer component to render a vox resource
Voxel model creates a material copy to avoid palette batching issues
Voxel shader needs gamma to linear
No mips on ground texture - 1 texel per block probably doesn't need mips
Get rid of hardcoded gradient
Add texture size to palette
Wrap the detail texture across the world, not across the chunk https://files.facepunch.com/layla/1b1511b1/sbox-dev_LfA429ld3K.png
bring the color ramp down
import scale on this tree needs to be inches
Change the shader to come closer to the concept art until we can configure it in the palette https://files.facepunch.com/layla/1b1411b1/sbox-dev_Hx8Yc5vbs7.png
Simple palette game resource for voxels
Darker test colors until we have a proper palette
Use constant voxel size here
Dev textures to test bindless https://files.facepunch.com/layla/1b1411b1/sbox-dev_gFgVgNzNqF.png
Uncomment bindless, NonUniformResourceIndex was needed when accessing bindless texture
Comment out bindless, we're not ready to expose it in the API
Voxel bindless textures test
Destroy voxel model on component destroy
Generate mesh collision for chunk mesh
Voxel models can have their own palette using a structured buffer
Use arrays for the voxel normals in shader
Make voxel test scene a bit nicer to look at
Allow voxel model to be transformed
Can change voxel size through Constants.VoxelSize
The mesher is Y up, just swizzle the verts
Replace voxel mesher with a faster one
Allocate more bits to allow 256 block types in shader