Commit graph

11 commits

Author SHA1 Message Date
Nahuel Rocchetti
368dda80d2 start prep terrain for new shaders 2023-08-02 03:54:12 -03:00
Nahuel Rocchetti
42f97f4a51 adjust terrain tools 2023-07-29 21:58:51 -03:00
Nahuel Rocchetti
d165470021 Implement Unlit shaders for imposters 2023-07-29 21:15:59 -03:00
Nahuel Rocchetti
28951e769b Water Reflections 2023-07-27 20:25:32 -03:00
Nahuel Rocchetti
ba96d61f60 Water placeholder 2023-07-27 15:27:32 -03:00
Ammar Askar
838a642854 Make unity materials from TXMT files.
This adds the StandardMaterial TXMT from the game. We use a simple
Lambert surface shader to handle its rendering. Unfortunately since
there's no easy way in unity to make a surface shader with different
alpha modes based on the shader feature this means we need a shader
per each type of alpha mode: Opaque, CutOut and Blend.

This does lead to some duplicated code in the shaders in terms of the
properties but the body of the shader is stored in a common .cginc
file that gets pulled in with a #include
2023-07-18 11:22:15 -04:00
Nahuel Rocchetti
5b8ee0aad7 neighborhood textures 2023-06-25 18:59:34 -03:00
Nahuel Rocchetti
5827a5d87a more work on neighborhood shading 2023-06-25 14:12:04 -03:00
Nahuel Rocchetti
fc0e857470 Basic Neighborhood Lighting 2023-06-24 19:54:16 -03:00
LazyDuchess
f8dfcb6f9a Some refactoring, code style changes, Engine initialization is now done before every scene load without a MonoBehaviour. 2022-11-15 01:35:46 -03:00
LazyDuchess
1b48940ce1 Implement fake jpeg alpha, add spotlight neighborhood UI effect. 2022-10-25 20:02:07 -03:00