branchrust_reboot/main/legacy-terraincancel
224 Commits over 59 Days - 0.16cph!
Backup before ruining terrain with more rivers.
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"
Leaving a few errors for Diogo
Changed all remaining terrain normal splats to normalmap import type; changed all to compressed
Added vertex normal toggle to std legacy terrain shader
Added fallback icon to terrain paint
Water, river and rock stuff.
Atmospheric improvements, scene stuff and file cleanup.
Rock & cliff prefab finalization 1/2
Finalized rock & cliff prefabs.
Updated Sedimentary rocks, textures and created materials.
Various nature stuff part 1
Material consistency tweaks, and tree updates
Added transmission boost (0..2) to ST shaders
Added temporary experimental ST shaders using Smoothness+Transmission instead of Specular+Transmission; "Rust/Nature/SpeedTree 2"
Scene stuff and material consistency
Merged ST2 (temp) shader changes into ST shader, removed ST2
Removed that 9th splat
Added detail overlay control for specular and smoothness
Tree mats updated for new shader
Backup before maybe ruining the terrain.
Updated Rock Normal and overlay maps.
Improved normal encoding for transmissive surfs
Improved semi-auto terrain mesh blend; now independent control over distance and steepness blends, height masked, follows mesh normal, etc..
Fixed always hitting temp register issues at every corner by refactoring terrain shader code
Added proper atlas set names to override splat selection; also fixed overrides