branchrust_reboot/main/directional_foliage_displacementcancel
6 Commits over 30 Days - 0.01cph!
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply
Use additive blend and alpha max for heights should solve height blending issues
Replace all displacement textures with shapes, switch off blending for now, use vertex position to sample displacement instead of instance pos (except of grass case), squash foliage towards centre relative to displacement vector, use quantized vertex colours to attenuate, and rework directional height for better blending.
Replace circle displace textures with radius, change displacement map to halfs (for now) to avoid precision issues when encoding, fix grass displacement issues with directional system, adjust blendmodes and use color mask to avoid blending height.
Change displacement map to linear, implement directional displacement, change displacement shader blends to handle encoded directional data, pass in terrain height params as shader globals, and sample displacement vectors attenuated by foliage wind vertex colours