branchrust_reboot/main/terrain_renderercancel

25 Commits over 153 Days - 0.01cph!

3 Days Ago
Merge from main
3 Days Ago
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
5 Days Ago
Change position operations to integer coords to solve lod border issues with some terrain sizes Setup terrain renderer to run in editor for scene view and game view cameras
6 Days Ago
Make low res heightmap size dynamic to handle different terrain sizes
10 Days Ago
Add profiling marker to terrain render
13 Days Ago
Merge from main
13 Days Ago
Use min and max for coarse terrain height shadow culling and re-enabled camera and shadowing culling.
30 Days Ago
Add vertex density slider for terrain detail Fix grid position alignment issues with some cell sizes Editor recreates terrain buffers on inspector changes
31 Days Ago
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
34 Days Ago
Fix render bounds flooring Fix corner LOD edge detection LODs are now seamless
40 Days Ago
Fix incorrect edgeFlags, rotation, and flipped border meshes
44 Days Ago
Add colour to instance data for debugging, wip rotation handling for seamless LOD borders
45 Days Ago
Fix cell mesh sizes at each LOD
45 Days Ago
Fix mesh create errors, change from vertCount to vertLOD index for choosing lowest LOD vertex count
46 Days Ago
Merge from main
59 Days Ago
Fix mesh creation with border meshes Calculate instance offsets when LOD factor is updated Combine per LOD compute into singular dispatch
2 Months Ago
Triangle fan cells wip
2 Months Ago
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
2 Months Ago
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
2 Months Ago
Merge from main
2 Months Ago
Terrain shadow culling wip, and merge fix
4 Months Ago
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.
5 Months Ago
Merge from main
5 Months Ago
Split dispatches per LOD, enable camera culling per cell, improve use of groupshared memory, enable renderer in editor, and add LOD distribution slider.
5 Months Ago
Instanced terrain cell renderer setup