branchrust_reboot/main/water5_finalcancel
31 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.
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
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.