branchrust_reboot/main/hdrpcancel
1,692 Commits over 489 Days - 0.14cph!
Fixed and optimized biome tinting
Imported properties from main for materials using rust/std-decal shaders
Added hdrp/custom/lit decal shader set (wip)
Added rust/std to hdrp/custom/lit material auto-conversion
Monument scene setup variant prefab.
Scene prep.
Removed some deprecated decal scripts from prefabs.
Converted merged materials from rust/std to their respective hdrp/custom/lit counterparts
Prefabbed radtown lighting/volumes for merge recovery.
Merge from main/hdrp/merge-fix
Scene backup & mats
Lowered SSR depth buffer thickness because it was creating some stretchy glitches
AND, OR, Simple & Timer switch point light render distance lowered to 10 units
Same as before on a few more mats
The OR switch runs a realistic amount of lights at edit time, instead of all of them on top of each other
Reverted puzzle box materials to HDRP/Lit
Military tunnel scene recovery & prep.
Barbed wires use HDRP Lit instead of custom shader. (fog compatibility)
Remaining Excavator stuff
Exca glass uses HDRP Lit shader
Related mat fixes & prefab stuff
Silly Unity reverting light intensities & render distances for no reason
Converted remaining std materials to lit base
Imported properties from main for materials using rust/std and std shaders
Added dummy standard override shaders
Moved diffusion profile script to packages/ASE
Renamed ASE package folder to match other packages
Scene backup.
Exca engine prefab conversion.
Added hdrp material alpha clipping to blendlayer and blend4way shaders
Regen litbase and foliage shaders
Updated ASE Lit template to use hdrp internal alpha cutoff properties
Fixed litbase-spec inspector
Enabled alpha clipping toggle on foliage shader
Added hd/lit matching alpha clipping support to custom lit base shaders
Modified ASE Lit shader template to allow Alpha Clipping toggling via material Surface Options instead of shader
Added custom material inspector CustomLitShaderGUI (+ dependency exposure from hdrp)
Finished particle accum support in lit base shaders
Added particle accum specular SF
Moved shader funcs to Rust category
Fixed sampler referencing on blend4way shaders
Fixed LitWire shader not fading properly + added smoothness control (atten. by alpha)
Updated cable mat
Scene backup.
File cleanup & naming consistency.
New backup generator lightbox kitbash.
Added AO channel to foliage shader via tint mask