branchrust_reboot/main/shader-improvementscancel
125 Commits over 181 Days - 0.03cph!
Fixed bug in shadows w/ alpha cutout
Fixed Emission toggle not actually disabling emission
Fixed Base layer UV when Emission uses secondary UV
Fixed Emission toggle not disabling emission
Fixed Base layer UV when Emission uses secondary UV
Fixed shading on transparent materials
Fixed SSS materials (e.g. skin) not receiving decals or layer mask
More fixes to deferred decals indirect lighting
Fixed deferred decals darkening under certain weather/time conditions
Fixed running out of samplers (16) when maxing out features and textures in Rust/Standard shader
Fixed shader shadow issue
Shader compile error fix (related to 83832)
Fixed Rustige eggs shader issues
Fixed decal layer masking to always default layer1 for default/legacy shaders
Fixed spray can free paint decals
Cherry picked
83782,
83793 => Fixes for cloth fuzz and parallax mapping
Fixed some shaders not receiving deferred decals
Updated Standard shader override to match Rust/Standard
Fixed ambient lighting in view model camera not matching environment when inside
Fixed ambient lighting darker than before when inside
Fixed compile errors in Custom\StandardWithTwoDecal shader
Fixed broken atmospheric scattering on glass and other semi-opaque materials
Fixed forward shaders sampling light proxy volume (not used)
Cherry picked
83457 => Fixed deferred decal lighting
Cherry picked
78436 => Possible fix for vehicle window shader bug
Fixed Cliff_LOD shader pragma
Applied
83385 without water5 => Replaced unreliable ShadeSH* calls with our own AmbientLighting
Applied
83295 without water5 => Fixed post-merge shader errors
Applied
83356 => Removed unused and broken dependencies from RustStandardShaderGUI
Cherry picked
83070 from diversuit => Added fresnel-style emission fade option to "Rust/Standard"
Merge from ferry_terminal
Nuked Core backend + small reorg in shader folder
Fixed indirect diffuse lighting
Fixed lighting for several materials
Finished porting all Core shaders to Rust Standard shader backend
Finished porting "Core/Hair" to Rust Standard shader backend
Fixed a couple of shader compile errors when certain features are active
Added UV2 and UV3 to each layer "UV Set" option in "Rust/Standard Blend 4-Way"
Progress moving "Core/Hair" backend to Rust Standard
Finished porting "Core/Foliage" to Rust Standard shader backend
Started cleaning-up/nuking Core
Progress in "Core/Foliage"
Added renamed "Core/Generic" to ""Core/Generic (deprecated)"