branchrust_reboot/main/procgen1cancel
104 Commits over 31 Days - 0.14cph!
Made terrain math not crash if no colormap is supplied
Added adjustable fog height slider to terrain shaders
Tweaked billboard fade distance
Fixed stupid billboard shader glitch
Made billboard shader support brightening the texture
Some more shader fixes and tweaks
Made trees use the new billboard textures
Added missing billboard texture meta files
Shader refactoring
Enabled layer mask blending for the procedural terrain
Fixed normal + height textures not being properly preprocessed on import
Fixed unused variable warning
Fixed camera far clip plane
Put forest 3 tree and decor prefabs on world layer
World fog tweaks, underwater fog volume now also visible if looking down at water
Added 2D version of the move to target script
Forest 3 tree prefab tweaks
Added billboard materials for the rest of forest 3
Changed terrain texture tiling to 5
Made all of my shaders use tabs instead of spaces
Changed terrain fallback shader
Removed high frequency texture sample from terrain base map shader
Tweaked adjustable range of the terrain base map distance
Tweaked fog density
Terrain mesh blending shader update
Added parameter to let grass mesh scale be affected by splat intensity
Some procedural generation refactoring
Moved directional fog into cginc file
Added custom terrain base map pass (faster than full pass but still okay looking)
Deleted multipass terrain shader (no need to keep legacy shit around)
Made per-material terrain fog type selection use KeywordEnum
Had to hardcode fog type for now (terrain system has a bug that prevents it from copying material shader keywords)
Fixed custom terrain shader fog incorrectly handling the case for no fog
Made fog type configurable per-material (the inspector for this sucks, but it does the job for now)
Added prototype of terrain fog based on atmospheric scattering
Tweaked sky sun mesh color
Tweaked sky prefab fog bias
Time of Day update to 2.1.0 prerelease 1
Fixed missing reference in procedural map scene
Updated procedural terrain test scene to use Unity fog on land again (terrain will soon sample scattering fog from TOD)
Updated camera prefab to remove land fog volume (water fog volume remains)
Added random grass patches in forests (this needs tweaking)
Removed collider from billboard (duh) and fixed some internal prefab name mismatches
Added some more prefabs, did some prefab reordering
Merge from main for those missing meta files
Disabled dynamic batching (for now)
Added billboard test to tree_3_1