branchrust_reboot/main/log-depthcancel
33 Commits over 30 Days - 0.05cph!
Merged shader changes from main
wip test code + shadow mask computation fix for log z
Finished terrain shader logz tests and mods, got started on grass and cleaned shadow mask prepass code
Moved logz constant precalc to script/maincamera; added executeInEditMode
Finished high level water shader refactor
Working water depth + surface; needs shore fix
Fixed world space reconstruction for logz + shore transition
Finished water logz
Fixed scattering logz
Fixed shore wetness not showing on terrain base lod=hq
Got legacy legacy gl and glcore paths up to speed
Minor logz optimizations
Fixed underwater
Switch to reverse-z quasi-log to avoid depth write; should be virtually perf-cost free now
Got everything working except two non-rust/std standard shaders still used in weapons
Changed default Standard and Standard spec override shaders to std/rust path
Updated main camera component
Moved constant param computation to cpu; reduced per-vertex alu
Fixed remaining sky issues
Fixed incorrect near plane
Added revz toggle; default off
Made some code revz agnostic
Added rust/std version of grass
Fixed water reflections on revz enabled
Patched most remaining shaders to support revz; transition now seamless, getting ready to merge
Grass material to new shader
Fixed atmosphere shader to work well in both modes
Added graphics.revz toggle command
Cleaning up
Found an ingenious (i really mean dumb) way to allow runtime toggle for debug/testing; default off for now
Tested d3d11; d3d9 and gl need work before merge
Fixed fog seam on river to ocean transition; rivers too low tess for vertex fog
Optimized screen coord to frustum ray
Improved quit to editor handling of when revz is enabled
Couple edit-mode more fixes
Fixed remaining gl issues