branchrust_reboot/main/shader-improvementscancel
125 Commits over 181 Days - 0.03cph!
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