branchrust_reboot/main/hdrp/world_art_revampcancel
54 Commits over 0 Days - ∞cph!
Terrain splats atlases updated
biome tinting wip
fix to grass splat to allow desaturated version in snow biome
Terrain splats atlases updated
Temperate biome tinting
Removed tiling patterns on splats, readying splats color balance for biome tinting
Tweaked blend factor settings for all splat layers
Coastal cliff material fixes
Fixed terrain cliff blending fading to cliff material instead of "puddle"
Nuked base-only potato terrain shader path
Medium rock formations progress
Added actual names instead of numbers for layers on terrain material
Added fallback layer to terrain material; named Puddle for now (test for Damian)
Optimized some shader property names to IDs on terrain texturing
Added post-sampling terrain splat control renormalization (fix for dark edges)
Simplified terrain fetch code to skip base map; now only fetches splats that are actually used
Reduced terrain splat blending complexity; now only top down instead of bidirectional
Added relevant terrain fetch opts and changes from main
Changed terrain normal array to srgb for slight compression quality gain; re-generated arrays
Fixed terrain sampler issue with layer metallic and blending
Moved ASE into a local package (testing)
Pulled terrain fetch improvements from main
Added per-layer metallic property to terrain shader
Integrated metallic to terrain fetch
Updated terrain sampler SF and related shaders
Changed terrain atlas/array generator to accept packed metal_height_ao_gloss maps instead of separate spec and height maps
Generated new terrrain texture layer arrays
Updated terrain sampler SF to match atlas changes
Updated terrain shader; cleaned up deprecated material properties
Deleted another deprecated shader
Added a bespoke terrain to the world_revamp test level, and some dressing to show the new assets
Adding new terrain splats collection
Moving terrain4 terrain maps to a different folder pending deletion
Arid prefab variants of temperate clutter rocks
improved temperate color gradient ramp and rock14 low frequency albedo texture
removing repeating pattern from rock_14
More arid/temperate rock formation models, cols, prefabs
Optimized Cliff shader detail albedo segment to rely on worldposition uv instead of tri-planar projection
Added a Cliff_Basic shader without triplanar for cheap clutter rocks
Fixed Cliff shader issues on scenes w/o terrain
Fixed Ciff shader name
Moved shore wetness properties to SF; now toggable
Nuked some deprecated global shader constants
a whole lot of visual polish on new rocks
cliff shader uses proper overlay blend mode
Arid formations/cliffs models, cols, prefabs -- final-ish
rock_08 texture set improvements
Fixed the Peaks and Cavity modulation being applied before applying detail albedo to cliff shader - Cavity especially should look crisper now
Added Terrain Alpha Sampler SF
Added TerrainASE shader for feature parity with main (except metallic)
Fixed HDRP/Custom/Cliff terrain texturing
Changed terrain4 material to HDRP/Custom/TerrainASE and copied params from /main
Re-enabled Shore Wetness SF
Nuked deprecated terrain atlas cginc and related code
Disabled ASE automatic install of HDRP templates
WIP arid formations/cliffs models and materials 2
WIP arid formations/cliffs models and materials
Nuked some unused textures
Adding rd_rock_08 for the arid cliffs to generic textures
cliff shader tweaks
added an arid 1D ramp to the gradient ramp texture
Tweaked tree impostor textures for quality and perf