Commit graph

16 commits

Author SHA1 Message Date
Nahuel Rocchetti
fb5a3361e9 Debug terrain editing 2023-07-28 01:14:05 -03:00
Nahuel Rocchetti
f74645bb30 Fix underwater fog in standardmaterial 2023-07-27 21:14:34 -03:00
Nahuel Rocchetti
159df4d1ac Adjust shores 2023-07-27 20:43:58 -03:00
Nahuel Rocchetti
28951e769b Water Reflections 2023-07-27 20:25:32 -03:00
Nahuel Rocchetti
316b6ca209 shore adjustments 2023-07-27 17:23:59 -03:00
Nahuel Rocchetti
af89b84bed Pure shores 2023-07-27 16:58:34 -03:00
Nahuel Rocchetti
c1f53204f8 Height map shadows 2023-07-26 21:44:11 -03:00
Nahuel Rocchetti
c5eb3a1d7f Basic lightmap setup 2023-07-26 21:33:10 -03:00
Nahuel Rocchetti
0590372988 update terrain shader epsilon 2023-07-26 14:33:01 -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
ea8a311f42 remove unused shader 2023-06-28 12:28:24 -03:00
Nahuel Rocchetti
59d8456a83 Grass texture variations 2023-06-26 23:04:32 -03:00
Nahuel Rocchetti
2d4e07485b terrain experiments 2023-06-26 15:23:10 -03:00
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