branchrust_reboot/main/terrain_renderercancel
18 Commits over 122 Days - 0.01cph!
Add vertex density slider for terrain detail
Fix grid position alignment issues with some cell sizes
Editor recreates terrain buffers on inspector changes
Fix instance offsets, and LOD border calculations when using some LOD distance values
Add debug validation toggle to system
Handle terrain detail when using narrow FOVs by moving the centre point along the forward direction but clamped to the first LOD boundry
Fix render bounds flooring
Fix corner LOD edge detection
LODs are now seamless
Fix incorrect edgeFlags, rotation, and flipped border meshes
Add colour to instance data for debugging, wip rotation handling for seamless LOD borders
Fix cell mesh sizes at each LOD
Fix mesh create errors, change from vertCount to vertLOD index for choosing lowest LOD vertex count
Fix mesh creation with border meshes
Calculate instance offsets when LOD factor is updated
Combine per LOD compute into singular dispatch
Calculate cellsize based on vertex count and texels per unit
Use max axis for LOD distance
Use camera position snapped to half cell increments for LOD distance
Change LOD falloff to log function
Enable shore wetness
Compute heightmap into small height max map texture
Separate terrain compute bounds into render bounds and camera bounds for shadow cull testing
Consider shadow casting in terrain culling step using a raycast with max region height
Terrain shadow culling wip, and merge fix
Fix terrain shadows, add vertex normal map sampling, use terrain heightmap instead of height slope map, change LOD slider into min/max slider for more control, and add convar for terrain renderer toggling.
Split dispatches per LOD, enable camera culling per cell, improve use of groupshared memory, enable renderer in editor, and add LOD distribution slider.
Instanced terrain cell renderer setup