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17,530 Commits over 1,614 Days - 0.45cph!

10 Years Ago
Hidden non-user members from terrainBlendObj Added CanEditMultipleObjects to terrainBlendObjEditor Fixed bug in terrainBlendExt auto-detection/assignment in terrainBlendObj
10 Years Ago
Removed some debug messages from terrainBlendObj
10 Years Ago
Fixed snow vertex offset to use snow accumulation vector instead of vertex normal Packed some snow material parameters First version of multi-island terrain blend support; tries not to break batching Moved all terrainBlend initialization heavy work to editor tools (baked); both extension and object should instant load now When randomly placing these, e.g. rocks, make sure transform is set in Instantiate() to trigger pre-processing during initialization
10 Years Ago
Some Weather related tweaks.
10 Years Ago
WeatherVolumes now self destruct after a random time (placeholder)
10 Years Ago
WeatherManager now spawns multiple WeatherVolume prefabs, which pick a random WeatherType (only rain for now) and spawn Distant FX. WeatherVolume transitions moved into WeatherController.
10 Years Ago
Made our custom particle shader implement fog the Unity 5 way
10 Years Ago
Added 2nd island to season_test scene for WeatherVolume testing.
10 Years Ago
Smooth terrain offset due to snow accumulation; was binary before
10 Years Ago
- Added WeatherTypeAsset, WeatherVolume script and basic transition functionality. - Deleted a load of old prefabs.
10 Years Ago
Reverted the TerrainBlendExtention and updated mats
10 Years Ago
Setting default colors for splats
10 Years Ago
Added back missing splat tints
10 Years Ago
Mettaaaaaaa
10 Years Ago
Patched TOD error and added base WeatherManager
10 Years Ago
Cleaned up shader warnings Added vertex offset for terrain only, to fake snow accumulation Changed snowSpecGloss default to all zeros/black Added snowColor; multiplies against snowSplat for extra control
10 Years Ago
Replaced snow masterBlend, power and hardness with maxAngle, minHeight and falloff distances for each Added blending of specular params for snow overlay
10 Years Ago
10 Years Ago
Moved Seasons to a ScriptableObject Asset setup.
10 Years Ago
Commiting because apparently I have to now? Plastic wat.
10 Years Ago
Made snow texturing independent from terrain using triplanar projection Moved snow code to Weathering.cginc; removed deprecated code Fixed unshaded output
10 Years Ago
Added first version of snow overlay to terrainBlendExt; could move to a weather control
10 Years Ago
Forcing terrainBlendObj to material properties on inspector edit
10 Years Ago
SeasonManager now updates materials via TerrainBlendExtention
10 Years Ago
Couple more minor tweaks
10 Years Ago
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10 Years Ago
Fixed terrain blend seam transitions; per-vertex normal just didn't cut it, brought back terrain normal map initialization Added grabTerrainDiffuse toggle to terrainBlendObject; uses terrain diffuse across the entire surface but still blends the normals Added reload mesh button to terrainBlendObject inspector
10 Years Ago
Tinkering with WorldManager and SeasonManager
10 Years Ago
Fixed customMesh not getting serialized
10 Years Ago
Fixed albedo/diffuse blending Fixed Splat Tints and UVMIX shader params not set on the global scope; required by BlendWidthTerrain shaders Added terrain-mesh blending of diffuse and specular colors Now saving a reference mesh to keep sharedMesh updated with latest import; ATM requires manual disable/enable component to update
10 Years Ago
More highpass textures. Island1 updates. Removing some old utility scripts.
10 Years Ago
Added automatic mesh cloning to TerrainBlendObject; fixes issues with multiple objects sharing same mesh Removed deprecated normal generation code inside TerrainBlendExtension; faster initialization now Now updating blend shader constants in edit-mode when changes happen in TerrainBlendExtension Added controllable tint per splat TerrainBlendExtension.Instance.SplatN_Tint variables (auto udpated by TerrExt) Cleaned up parts of terrain blend shader code; now reusing more code for both terrain and mesh cases Proposed Standard Terrain shader now also works without TerrainBlendExtension component added to terrain object Fixed bug in HardMix splat blending causing some bad transitions; now much closer to original linear blends Improved HardMix curves by fetching bicubic control sample instead of average control
10 Years Ago
Fixed Impala movement animations and tweaked controller settings
10 Years Ago
Improved NavAgentMoveRandom a little. Removed some old prefabs.
10 Years Ago
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10 Years Ago
TerrainBlendObject tweak
10 Years Ago
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10 Years Ago
First version of proposed new terrain shader (no snow yet) based on U5 universal shader Mesh blend shader to go with new terrain shader; also universal Support scripts for terrain and terrain-blend objects Removed redundant default bump-spec terrain shader added by mistake
10 Years Ago
Highpass grass texture
10 Years Ago
NavAgentMoveRandom has the option of doing random movement in the radius of it's parent or of itself (if parent == null).
10 Years Ago
A few material and prefab tweaaks.
10 Years Ago
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10 Years Ago
Updated TOD. Removing the RefreshPrototypes() call.
10 Years Ago
Removing some Debug
10 Years Ago
SeasonManager updates. Terrain grass texture, trees and snow control working. Detail grass not tinting correctly.
10 Years Ago
Playing with SeasonManager prototype.
10 Years Ago
Sure you changed those files Unity. Sure you did.
10 Years Ago
Moved Editor script causing compile error
10 Years Ago
Tweaked old U4 terrain shader for seasons testing. Added new test island. Switched project back to DX9.
10 Years Ago
GroupController now spawns units properly.