branchrust_reboot/main/hdrpcancel
1,773 Commits over 489 Days - 0.15cph!
terrain stuff 4 debug (2)
Added hdrp/custom/lit terrain blend
Updates material conversion tool
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Merge from main/hdrp/material-update
Updated HDRP/Custom/Lit template
Updated Terrain Sampler SF to also output metal-to-spec values
Updated HDRP/Custom/Terrain shader and terrain4 material
Added dummy rust/std/terrain-blend for conversion
project_gaea level backup
should include fix for sum of splat =1
terrain now 6km but features currently out of scale
Fixed converter emisison property not found on some materials
Fixed and regen all shaders
Updated rust/std conversion tool to fix fog support, transparency, emission
Updated ASE Lit shader template to match HDRP/Lit; now has feature toggles in material + fixed a lot of issues
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Updated custom/lit set shadergui to include receive SSR settings
Scene backup.
Softened the red wall2 light & its emissive texture
Reverted train track material
Fixed and optimized biome tinting
Imported properties from main for materials using rust/std-decal shaders
Added hdrp/custom/lit decal shader set (wip)
Added rust/std to hdrp/custom/lit material auto-conversion
Monument scene setup variant prefab.
Scene prep.
Removed some deprecated decal scripts from prefabs.
Converted merged materials from rust/std to their respective hdrp/custom/lit counterparts
Prefabbed radtown lighting/volumes for merge recovery.
Merge from main/hdrp/merge-fix
Scene backup & mats
Lowered SSR depth buffer thickness because it was creating some stretchy glitches
AND, OR, Simple & Timer switch point light render distance lowered to 10 units
Same as before on a few more mats
The OR switch runs a realistic amount of lights at edit time, instead of all of them on top of each other
Reverted puzzle box materials to HDRP/Lit
Military tunnel scene recovery & prep.
Barbed wires use HDRP Lit instead of custom shader. (fog compatibility)