10,834 Commits over 3,867 Days - 0.12cph!
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
Made water always render before any other transparent objects
Optimized billboard shader
Merge over tree billboard test texture
Added first draft of a custom tree billboard shader
Moved cginc files to their own folder so that they can be used by shaders in any subfolder
Updated procedural terrain test scene
Added forest type 3 resource prefabs
Moved old trees to legacy folder
Tightened north biome transition and made it fill only the northern third of the map
Added normals to grass meshes (set to terrain normal)
Added possibility to scale with population to spawn handler (was remporarily removed in networking transition)
Tweaked procedural terrain biomes
Made grass wind bending depend on grass height
Tweaked grass texture atlas
Finished up the basics of the procedural terrain biomes (needs tweaking)
Tweaked procedural terrain material
Made grass sample its color from the terrain colormap
Added high-pass filtered versions of the 6 used splat textures
Ain't nobody puttin materials in ma texture folder
Added new procedural terrain prototype (6 splats, biomes, colormap)
Merged Petur's updated textures