branchrust_reboot/main/water2.8cancel

21 Commits over 0 Days - ∞cph!

8 Years Ago
Ocean material update (foam noise)
8 Years Ago
Merge from main
8 Years Ago
Wrapping up shore foam
8 Years Ago
Merge from main
8 Years Ago
Left-over changes
8 Years Ago
First shore foam test experiment (close) Displacement fade-out on planar, shallow water beds
8 Years Ago
Increased hurt blood overlay intensity to 1.0
8 Years Ago
Fixed vertex lit particles in dx9; limited vertex lights to 6 Added el cheapo scattering/fog to "Particles/Lit Smoke Emissive Flame"
8 Years Ago
Merge from main
8 Years Ago
Fixed issues in DX9
8 Years Ago
Fixed underwater mask in GL/OSX
8 Years Ago
Moved camera near plane corner computation code to MainCamera.cs and Camera.cginc; added latter Moved scattering code to relevant TOD shader includes
8 Years Ago
Merge from main
8 Years Ago
Changed number of border mesh rings to 64 to improve per-vertex scattering calcs (worth extra triangles); updated Water prefab Tiny water vertex shader optimization
8 Years Ago
Skip rivers in underwater shader due to (#294); needs proper river bounds for underwater treatment
8 Years Ago
Fixed backface refraction Underwater shader now scattering aware (wip)
8 Years Ago
Added new copy shader; removed deprecated one
8 Years Ago
Increased pre-fog texture to 1:1 again; switched to rgbm encoding instead for 2:1 and bandwidth savings; looks better than downscale Now cloning _CameraDepthTexture only on d3d9 platforms
8 Years Ago
Updated river shader
8 Years Ago
Removed postOpaqueDepth modifications from globalfog and pp scattering; not necessary anymore (kept in DoF, however) Downscaled pre-fog/refraction texture to 1/4th res Underwater lighting now uses combined direct+ambient (testing) Removed all black river fix hack attempts
8 Years Ago
Attempt at solving all water problems, including transparent surf/particle fog, at once