branchrust_reboot/main/jungle_update/underwater-effectscancel
24 Commits over 31 Days - 0.03cph!
disable material/rig/animation import on new river mesh
configurable caustics chroma separation, shader adjustments
caustics modulate sun light color rather than add separately
water caustics work for all water types, show up underwater, and receive shadows
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
- color space fixup
- fix water line lighting, have color+reflection match the water surface
- remove old stuff
lerp according to cam velocity, add refraction to river surface
don't lerp underwater params if we started outside of water or on first initialization
lerp underwater scattering changes + refactor
also fix misspelled material parameter in lake/river/moonpool shaders
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)
set up lake interior meshes + interior shader variant for lakes
use clip offset for rivers/lakes like ocean
fix river interior caps, inflate bounds more
underwater mask overlap between river and ocean handled correctly
progress on underwater effects using new way with underwater volume meshes
further underwater progress
water mask culling progress
progress on working underwater effects for rivers/lakes
also add ushort encoding/decoding to BitUtility, and ushort variant of Write() to RawWriter