branchrust_reboot/main/legacy-terraincancel
224 Commits over 59 Days - 0.16cph!
Finalized rock & cliff prefabs.
Rock & cliff prefab finalization 1/2
Atmospheric improvements, scene stuff and file cleanup.
Water, river and rock stuff.
Added fallback icon to terrain paint
Changed all remaining terrain normal splats to normalmap import type; changed all to compressed
Added vertex normal toggle to std legacy terrain shader
Leaving a few errors for Diogo
Renamed elevation to altitude in atmosblend, for consistency
Wetness masks now optional in std shader's wet layer to free up samplers
Made terrain an optional std shader layer, now more centralized
Added useful std layers to relevant std shaders
Added directional fade to terrain-blend shader where mesh and terrain normals converge
Added speed tree asset cleanup tool "Tools/Cleanup/SpeeTree Cleanup"
Backup before ruining terrain with more rivers.
Added option to use elevation, instead of latitude, in AtmosphericBlend
Precision issues with g-buffer normal encoding; affected terrain as well
Fixed transmission interfering with unity std shaders
Changed ST shader default transmission values
Reverting a couple of files that should not have changed.
Various autospawn tweaks.
Missing terrain atlas icon.
Made everything fruity. Red, white, yellow and violet flower fields -- oh my.
Moved standard layer code to own include file
Added wetness control to legacy terrain shader
Added g-buffer normal + light transmission encoding; compatible with unity normal output
Added light transmission options to speedtree shaders
Updated rocks to the new weathered system.
Merged all lighting models into a single one with toggable parts
Re-enabled some features in std rust shader
Two sided STs to test backlighting
Added occlusion awareness to wetness
Fixed shader typo causing grayscale albedo in wetness
Fixed testlevel terrain not showing properly
Fixed menu scene and a few other terrain mats; added back 4-layer terrain shader temporarily until menuscene gets remade
Moved horizon fade env refl occlusion into RustPBSLighting to save ALU
Traded detail spec map for occlusion map; also affects env refl occlusion
Swapped rust std shader wetness order to be after particle accum
Improved shader parity with original std shader
Autospawn decor rock tweaks.