branchrust_reboot/main/SkinUpdates_2cancel
32 Commits over 30 Days - 0.04cph!
Isolated player model changes (no clothing updates)
Isolated clothing changes
Added and updated prefabs for hair style 1, style 2, female and male armpit and pubic hair, female and male eyebrows, facial hair style 1 with morph targets
Added temp icons for prefabs
Removed old and erroneous files
tweaked material values and colours on hair materials, wip female variant of hairstyle 1
added temp icons for female hair prefabs
fix for self-intersecting polygon error on playermodel
tweaked material values and textures to look more realistic and natural in all lighting conditions. Tweaked alpha values to blend to skin better.
Added female_hairstyle_01 lods
Cherry picked shader changes from main
Moved internal motion vector code to cginc to allow custom passes
Added custom motion vector pass to hair shader to reduce tssaa ghosting
Added non jittery hair shader fallback for non-tssaa modes
Created and added male hairstyle 02 to skinupdates2 branch
Hair shader zero mip bias when tssaa is disabled
tweaked hair materials to not be as reliant on ssao
Adjusted near view SSAO again
Fixed overly lit indirect diffuse on hair BRDF
Added vertex-alpha as occlusion input to hair shader
added AO vertex lighting to vertex alpha channel on male_hairstyle_02 LOD0
Forced bias fallback only for alpha
Moved vertex occlusion input to vertex color red channel; disabled vertex coloring
added radiosity bake to vertex colour channel on male_hairstyle_02
fixed up skinning on male_hairstyle_02 and baked out ao on all lods
Explicit excluded d3d9 target from hair shader
Added hair secondary opacity clip control for non-TAA
tweaking values on hair materials to work with non TSAA opacity clip settings
Twaked hair contact shadows
Playermodel and colliders use old LOD3 meshes
Default head uses old naming convention, updated skinsets.
added radiosity lighting to vertex colours on hair meshes, added normal maps for hair caps, starting to rework hair cap material
Added option opacity masking to core/generic shader
Fixed core/hair opacity clip in shadows
Fixed core/foliage animation on shadows
Cherry picked a few shader-related changesets from main
transferred over haircap materials to new generic shader and added normal maps. balanced colours and alpha clip values for when not using tsaa
removed morphs on facial hair lod 2 and pushed out eyebrow and facial hair lower lods to be more universal