branchrust_reboot/main/jungle_update/underwater-effectscancel

24 Commits over 31 Days - 0.03cph!

1 Year Ago
disable material/rig/animation import on new river mesh
1 Year Ago
merge from jungle_update
1 Year Ago
configurable caustics chroma separation, shader adjustments
1 Year Ago
caustics modulate sun light color rather than add separately
1 Year Ago
water caustics work for all water types, show up underwater, and receive shadows
1 Year Ago
make underwater colors/scattering much more consistent with water surface also make water surface from below look better/more consistent with top for translucent water
1 Year Ago
restore changes
1 Year Ago
merge from jungle_update
1 Year Ago
- color space fixup - fix water line lighting, have color+reflection match the water surface - remove old stuff
1 Year Ago
lerp according to cam velocity, add refraction to river surface
1 Year Ago
merge from jungle
1 Year Ago
don't lerp underwater params if we started outside of water or on first initialization
1 Year Ago
merge from jungle_update
1 Year Ago
lerp underwater scattering changes + refactor also fix misspelled material parameter in lake/river/moonpool shaders
1 Year Ago
progress on underwater effect scattering+extinction matching water surface, based on water body camera is currently within works with river biome blends still need to lerp parameter changes (like when going from river into ocean)
1 Year Ago
set up lake interior meshes + interior shader variant for lakes
1 Year Ago
use clip offset for rivers/lakes like ocean
1 Year Ago
fix river interior caps, inflate bounds more
1 Year Ago
underwater mask overlap between river and ocean handled correctly
1 Year Ago
progress on underwater effects using new way with underwater volume meshes
1 Year Ago
further underwater progress
1 Year Ago
water mask culling progress
1 Year Ago
fix compute shader error
1 Year Ago
progress on working underwater effects for rivers/lakes also add ushort encoding/decoding to BitUtility, and ushort variant of Write() to RawWriter