branchrust_reboot/main/shader-improvementscancel
37 Commits over 59 Days - 0.03cph!
Finished Anisotropic implementation; started work to handle gbuffer pressure
Reverted craggy's to previous
Added support for anisotropic materials via specialized "Rust/Standard Anisotropic" shader set
Finished subsurface scattering support for standard shading model; added "Rust/Standard Subsurface" shaders
Fixed separable subsurface scattering to work with any shader (not just core/skin) and larger scatter radius
Fixed deferred shadowing ignored in core shader set
Fixed transmission in blendlayer
Cleaning shaders for bug that was already fixed
Added transmission to standard blendlayer shader set and tweaked transmission shader lods
Fixed shadow handling in transmission, can be made available in any standard shader now; nuked specialized transmission shaders
Working thick transmission model; moved to specific shader set (Rust/Standard Transmissive)
Further reduced variants by nuking a couple of unused keywords (metal/spec)
Updated BSDF borrowing from HDRP; setting the stage for anisotropy, translucency, irisdiscence, clear coat etc
Reshuffled gbuffer layout to open room for std translucent and anisotropic materials
Optimized transparency UV to sample albedo twice (w/ secondary dep read) only when necessary
Cherry picked camera hook fix (cs78206)
Cherry picked transparency UV channel selection (cs
73689, cs73797)
Fixed std-cloth fuzz forcing entire material to dielectric; now only forced when fuzz mask > 0
Fixed metallic std-cloth breaking lowest shaderLOD in viewmodel; applied same fix to other shaders, just in case
Removed a few large but unused shaders from always included list
Misc shader variant cleanup
Fixed compile error in Standard-Particle for instancing permutation
Fixed compile errors in Standard-Indexed shader set
Reduced variant count on core shaders
Reduced variant count on nature shaders
Drastically reduced variant count on rust std shaders
Optimize shaders for lighter input assembly: uv0 included, uv1 opt-out, uv2 opt-in (e.g. wind), uv3 nuked
Added detail layer blend type drawer w/ channel flags (testing)
Fixed diffusion profile asset inspector