10,828 Commits over 3,867 Days - 0.12cph!
Added bloom to night stars
Fixed lens dirt toggle not working
Fixed file overwrite error after the first time building for standalone
Moved asset processors to their own folder
Added camera to bootstrap scene to keep some platforms from rendering shit on startup
This include shouldn't have been removed (doesn't matter for surface shaders)
Removed some legacy clutter from the terrain shader include files
Temporarily removed 2 terrain normal map samples from the shader
Shader fallback and include path adjustments
Adjusted terrain import settings (hopefully fixes missing textures)
Added animal spawns to spawn handler (put prefabs in Resources/Prefabs/animals)
Removed unused colliders from tree prefabs
Merge from procgen (this will break all the things)
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)