branchrust_reboot/main/log-depthcancel

33 Commits over 30 Days - 0.05cph!

10 Years Ago
10 Years Ago
Merged shader changes from main
10 Years Ago
wip test code + shadow mask computation fix for log z
10 Years Ago
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
10 Years Ago
Merge from main
10 Years Ago
Finished high level water shader refactor
10 Years Ago
Working water depth + surface; needs shore fix
10 Years Ago
Small optimization
10 Years Ago
Fixed world space reconstruction for logz + shore transition
10 Years Ago
Merge from main
10 Years Ago
More water fixes
10 Years Ago
Finished water logz Fixed scattering logz Fixed shore wetness not showing on terrain base lod=hq
10 Years Ago
Cleaning up
10 Years Ago
Fixed a bad idea
10 Years Ago
part 2
10 Years Ago
Got legacy legacy gl and glcore paths up to speed Minor logz optimizations Fixed underwater
10 Years Ago
Merge from main
10 Years Ago
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
10 Years Ago
Merge from main
10 Years Ago
Changed default Standard and Standard spec override shaders to std/rust path Updated main camera component
10 Years Ago
Merge from main
10 Years Ago
Moved constant param computation to cpu; reduced per-vertex alu Fixed remaining sky issues Fixed incorrect near plane
10 Years Ago
Added revz toggle; default off Made some code revz agnostic
10 Years Ago
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
10 Years Ago
Grass material to new shader
10 Years Ago
Merge from main
10 Years Ago
Fixed atmosphere shader to work well in both modes Added graphics.revz toggle command Cleaning up
10 Years Ago
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
10 Years Ago
Fixed fog seam on river to ocean transition; rivers too low tess for vertex fog Optimized screen coord to frustum ray
9 Years Ago
Improved quit to editor handling of when revz is enabled
9 Years Ago
Couple edit-mode more fixes
9 Years Ago
Fixed remaining gl issues
9 Years Ago
Merge from main