branchrust_reboot/main/water2.8cancel
21 Commits over 0 Days - ∞cph!
Ocean material update (foam noise)
First shore foam test experiment (close)
Displacement fade-out on planar, shallow water beds
Increased hurt blood overlay intensity to 1.0
Fixed vertex lit particles in dx9; limited vertex lights to 6
Added el cheapo scattering/fog to "Particles/Lit Smoke Emissive Flame"
Fixed underwater mask in GL/OSX
Moved camera near plane corner computation code to MainCamera.cs and Camera.cginc; added latter
Moved scattering code to relevant TOD shader includes
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
Skip rivers in underwater shader due to (#294); needs proper river bounds for underwater treatment
Fixed backface refraction
Underwater shader now scattering aware (wip)
Added new copy shader; removed deprecated one
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
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
Attempt at solving all water problems, including transparent surf/particle fog, at once