branchrust_reboot/main/legacy-terraincancel
224 Commits over 59 Days - 0.16cph!
Removed now unnecessary tags from properties in custom shaders (RC3)
Added env reflection occlusion and horizon fade params to Rust standard shader
Removed bent normal map; not worth the extra storage
More nature prefabs. Custom map scaled from 8k, to a more natural 5.4k.
PBS version of speetree shaders for Petur; Rust/Nature/SpeedTree
Final size tweaks for the custom map.
Phase-1 of overhauling the ground clutter spawns (new decor rocks and various mushroom types) -- old placeholders scrapped.
Various env stuff. Backup.
New 3x cheaper pine trees.
Fixed neon green clovers.
Buncha mats, and some cleanup.
Autospawn decor rock tweaks.
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
Fixed shader typo causing grayscale albedo in wetness
Added occlusion awareness to wetness
Two sided STs to test backlighting
Merged all lighting models into a single one with toggable parts
Re-enabled some features in std rust shader
Updated rocks to the new weathered system.
Added g-buffer normal + light transmission encoding; compatible with unity normal output
Added light transmission options to speedtree shaders
Moved standard layer code to own include file
Added wetness control to legacy terrain shader
Made everything fruity. Red, white, yellow and violet flower fields -- oh my.
Missing terrain atlas icon.
Various autospawn tweaks.
Reverting a couple of files that should not have changed.
Fixed transmission interfering with unity std shaders
Changed ST shader default transmission values
Precision issues with g-buffer normal encoding; affected terrain as well
Added option to use elevation, instead of latitude, in AtmosphericBlend