branchrust_reboot/main/water2cancel
14 Commits over 31 Days - 0.02cph!
Tweaked ocean shader and material further; custom lighting path for RUST_STD_WATER, avoiding indirect lighting and reflections
Added edit-mode placeholder water material; updated water prefab
Added quality modes affecting mesh and ocean shader lods
Final tweaks in terrain shader water interaction before merging
Added native water simulation solver path; more lightweight threading; updated RustNative binaries
Shore wetness blend masking; integrated across relevant standard shaders, controlled by terrain material
Added underwater spec occlusion
Updated water prefab
Consolidated shoreline wetness into terrain layer and improved material params; edited defaults
Fixed issues across multiple water instances; fixed some bugs as well
Cleaned up shaders; fixed all remaining water rendering issues, except for SSAO on top of water
Added WaterLevel scene
Water mesh remake; now simpler and faster; now supports 256x256 resolution for central patch
Refectored water renderer; fixed issues with disappearing highlights, fog
Added and cleaned up preliminary terrain shoreline wetness from last week
Water fog fix from last week, now stable; replaced depth texture in global fog and TOD scattering
Refactored threaded simulation
Fixed deepness issues; more accurate thickness; tweaks
a few tweaks; added lake material
initial water version; wip on testlevel