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4,161 Commits over 2,161 Days - 0.08cph!

6 Years Ago
Attempt at missing script fix
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6 Years Ago
Changed prefab cycle from shift-c to alt-shift-c
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6 Years Ago
Moved terrain blend to top of particle accum Hit that 16 sampler limit again; moved detail occlusion to detail albedo alpha
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6 Years Ago
Fixed OSX/GL shader compilation errors; fixed parallax Completed switch to 2x4 terrain control on legacy shader set Added particle accum layer to terrain blend shader; deprecated base layer AO
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6 Years Ago
Added terrain-class prefab type cycle hotkey (shift+c)
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6 Years Ago
No shortcuts in mesh-blend space conversions (opt later)
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6 Years Ago
Fixed detail normals on mesh blend; cleaned some warnings
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6 Years Ago
Merge from main
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6 Years Ago
Forgot to add these
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6 Years Ago
Added experimental cloud cover shadows
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6 Years Ago
Cleaned up left overs from splat count reduction Added biome based terrain tinting; disabled color texture tinting (temp)
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6 Years Ago
Merge from main
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6 Years Ago
Improved normal encoding for transmissive surfs Improved semi-auto terrain mesh blend; now independent control over distance and steepness blends, height masked, follows mesh normal, etc.. Fixed always hitting temp register issues at every corner by refactoring terrain shader code Added proper atlas set names to override splat selection; also fixed overrides
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6 Years Ago
Removed that 9th splat Added detail overlay control for specular and smoothness
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6 Years Ago
Merged ST2 (temp) shader changes into ST shader, removed ST2
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6 Years Ago
Added transmission boost (0..2) to ST shaders Added temporary experimental ST shaders using Smoothness+Transmission instead of Specular+Transmission; "Rust/Nature/SpeedTree 2"
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6 Years Ago
Added fallback icon to terrain paint
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6 Years Ago
Changed all remaining terrain normal splats to normalmap import type; changed all to compressed Added vertex normal toggle to std legacy terrain shader
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6 Years Ago
Fixed merge issues
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6 Years Ago
Renamed elevation to altitude in atmosblend, for consistency Wetness masks now optional in std shader's wet layer to free up samplers Made terrain an optional std shader layer, now more centralized Added useful std layers to relevant std shaders Added directional fade to terrain-blend shader where mesh and terrain normals converge Added speed tree asset cleanup tool "Tools/Cleanup/SpeeTree Cleanup"
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6 Years Ago
Added option to use elevation, instead of latitude, in AtmosphericBlend
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6 Years Ago
Standard lighting model changes for RC3
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6 Years Ago
Precision issues with g-buffer normal encoding; affected terrain as well
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6 Years Ago
Fixed transmission interfering with unity std shaders Changed ST shader default transmission values
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6 Years Ago
Moved standard layer code to own include file Added wetness control to legacy terrain shader
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6 Years Ago
Removed extra albedo map
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6 Years Ago
Added g-buffer normal + light transmission encoding; compatible with unity normal output Added light transmission options to speedtree shaders
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6 Years Ago
Try this Tom
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6 Years Ago
Fixed not disposing of cloned mesh in AM skinned state
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6 Years Ago
Merged all lighting models into a single one with toggable parts Re-enabled some features in std rust shader
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6 Years Ago
Added occlusion awareness to wetness
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6 Years Ago
Fixed shader typo causing grayscale albedo in wetness
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6 Years Ago
Fixed testlevel terrain not showing properly Fixed menu scene and a few other terrain mats; added back 4-layer terrain shader temporarily until menuscene gets remade Moved horizon fade env refl occlusion into RustPBSLighting to save ALU Traded detail spec map for occlusion map; also affects env refl occlusion Swapped rust std shader wetness order to be after particle accum Improved shader parity with original std shader
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6 Years Ago
Fixed pixel offset shift on TerrainSplatMap apply
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6 Years Ago
PBS version of speetree shaders for Petur; Rust/Nature/SpeedTree
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6 Years Ago
Removed now unnecessary tags from properties in custom shaders (RC3) Added env reflection occlusion and horizon fade params to Rust standard shader Removed bent normal map; not worth the extra storage
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6 Years Ago
Merge from main for RC3
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6 Years Ago
Improvements to rust standard shader; layers are properly toggable now; detail is now optional as well Removing some unused stuff
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6 Years Ago
Removed unused wetness nomal map
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6 Years Ago
Missing keywords
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6 Years Ago
Merge from main
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6 Years Ago
Added wetness layer to standard shader
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6 Years Ago
Enabling some shader features
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6 Years Ago
Updated internal standard shader properties Added first version of standard shader with toggable particle accum layer; e.g. rocks with snow, sand Added warning if force atlas max mip level fails
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6 Years Ago
Merge from main
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6 Years Ago
Fixed repetition artifacts caused by anisotropic filtering on atlas textures
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6 Years Ago
Cleaning up debug left-overs
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6 Years Ago
Added GPU_Texture_ForceMipLevelCount
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6 Years Ago
Re-enabling some shader features
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6 Years Ago
Merge from main
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