branchrust_reboot/main/Submarinecancel
33 Commits over 61 Days - 0.02cph!
Ambient underwater herring (needs underwater masking in the shader)
Fixed light offset fuckery in 2 and 3-way moonpools
Cleaned out the old fog fakery
Fixed unwanted haze inside underwater bases
Underwater lab glass with fake fog parameters.
Slightly less base water wobble again.
Toned down base water wiggle a bit.
Disabled projectors on the moonpools for testing.
Underwater ambiance FX improvements.
Diving googles use the TOD lit shader.
Brighter, slightly more turqoise underwater.
Greater viewing distance underwater.
Layer shuffling to stop caustics leaking everywhere
The underwater surface plane responds to depth. The sky is no longer crystal clear at extreme depth.
Applied some WIP things to the moonpools.
Window test 1 (sucks atm)
Various mat changes
Buncha changes to facilitate the new underwater lighting plan (light extinction agnostic)
Temp working prefabs & ocean tweaks
Underwater plant texture spec changes for a more underwatery look
Preliminary ocean depth darkening parameters & related materials
Water goggles post fx (not implemented yet)
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Procedural Map Underwater scene
Underwater lab lighting/post working files
Master effects prefab for DuoSub
Functional sonar blip effect for angle/distance params
Cleanup & organization.
Nixed soft camera frustum blend on that smoke mat.
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Sub exterior effects & organized the hierarchies
Nixed legacy self illumination on some splash/mist mats
pfx scene backup
More sub effects & related files
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effects scene backup & related new files
fixed gauge needle AO shadow being baked onto the dial face
added instrument panel emissive texture
other minor sub texture tweaks
Dashboard functions and interior WIP
FX scene backup & related files.