5,400 Commits over 3,592 Days - 0.06cph!
unfucking grass: part one of ?
Terrain spawned stones revamp
progress backup, base work towards spawn populations v3
project gaea terrain backup with working topology masks
cherry picking
38002 from main
Terrain Revamp - Phase 1 files backup
Terrain splats atlases updated
biome tinting wip
fix to grass splat to allow desaturated version in snow biome
Terrain splats atlases updated
Temperate biome tinting
Removed tiling patterns on splats, readying splats color balance for biome tinting
Added a bespoke terrain to the world_revamp test level, and some dressing to show the new assets
Adding new terrain splats collection
Moving terrain4 terrain maps to a different folder pending deletion
Arid prefab variants of temperate clutter rocks
improved temperate color gradient ramp and rock14 low frequency albedo texture
removing repeating pattern from rock_14
More arid/temperate rock formation models, cols, prefabs
Optimized Cliff shader detail albedo segment to rely on worldposition uv instead of tri-planar projection
Added a Cliff_Basic shader without triplanar for cheap clutter rocks
a whole lot of visual polish on new rocks
cliff shader uses proper overlay blend mode
Arid formations/cliffs models, cols, prefabs -- final-ish
rock_08 texture set improvements
Fixed the Peaks and Cavity modulation being applied before applying detail albedo to cliff shader - Cavity especially should look crisper now
WIP arid formations/cliffs models and materials 2
WIP arid formations/cliffs models and materials
Adding rd_rock_08 for the arid cliffs to generic textures
cliff shader tweaks
added an arid 1D ramp to the gradient ramp texture
updated prefab links in world_revamp scene
specular term value tweak to shader
cliffs LODs and Collider meshes
removed cliff test files
first definitive batch of coastal and inland cliffs
cliff shader improvements to the bias between macro and micro normal maps
Added contrast sliders to vertex color GB
backup shader/generic rock/cliff_field_b mesh and material
cliff shader update, made most properties visible
Added gradient ramp tinting to shader, uses R channel of packed spec map to source a second albedo
tweaks to shader (a touch of fresnel)
tweak, use global normal when creating the up vector
Added prototype cliff shader and test scene