Nahuel Rocchetti
db6affef14
placeholder decal implementation
2023-08-04 04:16:46 -03:00
Nahuel Rocchetti
37473a9791
bump mapping for standardmaterial
2023-08-03 16:49:53 -03:00
Nahuel Rocchetti
c2cfae6d47
Improve dirt and desert terrain shaders
2023-08-03 00:54:08 -03:00
Nahuel Rocchetti
e91f81382d
Render imposter terrain behind other blend materials
2023-08-02 21:28:29 -03:00
Nahuel Rocchetti
db807558dd
Implement Null Material, try catch composition tree rendering errors, comment out debug code.
2023-08-02 21:21:21 -03:00
Nahuel Rocchetti
ec9c97040c
Clean up temperate terrain shader
2023-08-02 16:07:01 -03:00
Nahuel Rocchetti
456cb6d5ff
Implement desert terrain shader
2023-08-02 15:38:51 -03:00
Nahuel Rocchetti
516f94805d
Fix lot imposter terrain colors
2023-07-31 02:25:30 -03:00
Nahuel Rocchetti
530f6eda43
Use Stencil Buffer to render imposter terrain
2023-07-31 01:50:55 -03:00
Ammar Askar
16547d704d
Handle stdMatDiffCoef in StandardMaterial
2023-07-30 22:50:44 -04:00
Nahuel Rocchetti
1d4589a408
Disable z write on alpha blend shaders
2023-07-30 21:44:40 -03:00
Nahuel Rocchetti
4d724abc86
Match TS2 terrain triangulation, remove imposter depth bias for now
2023-07-30 21:29:40 -03:00
Nahuel Rocchetti
8ea2c05f6d
Adjust imposter depth offset
2023-07-30 13:33:22 -03:00
Nahuel Rocchetti
52978b6960
terrain roughness
2023-07-30 04:36:20 -03:00
Nahuel Rocchetti
2a7c08829a
Fix road triangles, shadows on road
2023-07-30 04:00:14 -03:00
Nahuel Rocchetti
eb966f07cd
Start road work
2023-07-30 01:26:50 -03:00
Nahuel Rocchetti
0c2094fa53
fix imposter clipping, add consts for lots n hood sizes.
2023-07-30 00:33:10 -03:00
Nahuel Rocchetti
d165470021
Implement Unlit shaders for imposters
2023-07-29 21:15:59 -03:00
Nahuel Rocchetti
ce19152467
Refactor material system
2023-07-29 20:24:07 -03:00
Nahuel Rocchetti
9a5db9ea1c
make hood rendering more accurate
2023-07-28 14:04:17 -03:00
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