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