branchrust_reboot/main/water5_finalcancel
249 Commits over 638 Days - 0.02cph!
Shoreline foam placement.
Turbulence buffer update.
Underwater mask is now created in a separate pass to be able to control all postfx as well as fog.
Fixed water clipping issues, various seam fixes etc.
Added a near clip offset for underwater rendering
More optimizations to height and trace queries
Ocean renderer optimizations, trace optimizations
More accurate tracing into the ocean volume
Option to bilinear sample displacement map.
Optimizations inside update loop
Optimizations. Mesh transformation is now jobified. Fixed some command buffer usage bugs.
Added the ability to downsample ocean spectra.
Split up FFT job into steps
First pass on physics setup
Refactoring a bit for physics
Water normal improvements + testing fallback
Fixed remaining mesh seam issues. Fixed some shoreline effects.
More cleaning up shader util methods
Tiding up the shader utils to fetch ocean surface information
Fixed normals and added a debugging method. Added sub surface scattering.
Masking + dispersion fixes
Normals / reflections for different settings.
Cleaner base shader setup
Ocean mesh setup, rendering in scene view.
Completely stripped out legacy system