branchrust_reboot/main/water5_finalcancel
36 Commits over 151 Days - 0.01cph!
Underwater fog slightly darker.
Nudged water SSS down a little.
Fixed beaufort level 5 water accidentally being brighter than the others.
Fixed rain rendering underwater.
Fixed subsurface falloff gradiation between beaufort states
Water & beaufort parameters. (Waves unchanged)
Ocean refraction tweaks +caustics adjustments to match.
Slight caustics speed/depth/scale/brightness tweaks, because they were barely noticable.
underwater.prefab iteration & fixed time scaling issue
Iterated on underwater.prefab. (Bubbles & plankton still using bugged shader mask test)
Optimizing overly expensive underwater bubbles & plankton WIP
Nixed late blue cast on water splashes, looks odd in certain weather conditions.
Fixed issue with throttle splash on rhib.
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PFX scene backup (River source FX)
WakeDisturbance iteration
Rhib polish pass.
Fixed water disturbance mask being all whack and massive.
More boat conversions & FX simplifications.
Simplified small boat fx down to 2 emitters, from 17(!).
Updated explosion_underwater_surface for the new water
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Bullet/blunt/slash/stab water impacts no longer fill rate performance hogs, and look nicer.
Water splash material vertex lit instead of emissive, uses a healthier texture atlas.
Bespoke tuning for Procmap's shore gradient.
Texture levels & mat tweaks.
Testlevel properly coast splatted
Foam composite
Pre-levels checkpoint for foam
Scene setup for water FX.