branchrust_reboot/main/hdrp/vfx_hdrpcancel
63 Commits over 30 Days - 0.09cph!
Fixed pink animal footstep vfx
Footstep vfx positioning polish.
Stripped pixel displacement from terrain splat reference materials.
Manifest.
Converted the 10 trillion different footstep/jump/land for each splat & shoe type so they use nested prefab effects. Makes them managable to edit.
Final batch of ground effects
Splat effects progress.
Ground effects moved to Low Resolution render pass.
Working set of new ground effects
Adapting ground effects to the new shader WIP
Added soft particles + double-sided ligthing via transmission + smoothness to LitParticle shader
Quick property naming particle shader & material fix
Jump effects for new splats and water
Water effects WIP
More file organization & cleanup
Terrain splat vfx optimization WIP
Player>terrain surface effects WIP
All remaining impact VFX, sans generic & water, pending shader stuff.
Related file sorting & cleanup.
More terrain splat impacts.
More voluptuous shading on other new impact debris in general.
Even more terrain splat impacts.
Standalone reference materials for all terrain splat types.
Merge fixed streetlights.
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Fixes for metal & wood impacts.
Manifest & scene.
New better bullet impact effects for concrete, flesh, glass, metal, metalore, rock, sandbag, wood
Improved metal impacts.
More file sorting.
Footstep effect optimziation WIP
Snow gibs run a standard snow material and diffusion profile
Footprint filtering & texture size optimization and consistency.
footprint decal aren't randomly scaled all over the place
Tracer & spark effect prefab redundancy cleanup and filename organization.
Scene backup and 'mo cleanup.