Aetheria/Assets/Scripts/Editor
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Reinier Vens 69aca09f63 Boundless
Removed hard zone boundaries
Fixed stuff that broke because of hard zone boundary assumption (stardust placement, vertical fog)
Added a skybox!
Removed density-based albedo boost (_TintExponent) to improve perceptual uniformity at different step sizes, reconfigured shader to achieve / surpass previous looks and performance
Cell Brush has a material editor now to enable variant selection
Enabled Caching Shader Preprocessor
Moved raymarching loop into CloudShader
Get environment settings from game manager to enable configuration / variation
Introduced slope-based nebulae damping and volumetric flow
Hid optional volumetric features behind preprocessor branches
Created shader variants selected by global keywords for all shaders depending on volumetrics
Environment settings used to configure shader variant selection
Moved dynamic lighting settings to own subclass
Dynamically adjust gravity map isoline contour depth range according to zone contents
2022-07-21 21:40:44 +01:00
..
CellBrushEditor.cs Boundless 2022-07-21 21:40:44 +01:00
CellBrushEditor.cs.meta Boundless 2022-07-21 21:40:44 +01:00
GameplaySettingsEditor.cs Shops & Weapon Icons 2021-03-20 04:20:17 +00:00
GameplaySettingsEditor.cs.meta Gear Schematic HUD 2020-12-31 19:53:16 +00:00
NameTools.cs External Database Entries + Name File Cleaning + Faction Allegiance 2021-03-16 11:06:54 +00:00
NameTools.cs.meta Sector Generation 2021-03-10 09:18:07 +00:00
PlayScenePlusPlus.cs Action Bar Weapon Group Binding 2021-04-19 03:46:35 +01:00
PlayScenePlusPlus.cs.meta Action Bar Weapon Group Binding 2021-04-19 03:46:35 +01:00
SerializerTestWindow.cs First Flight 2020-12-22 03:13:43 +00:00
SerializerTestWindow.cs.meta Database Support 2020-03-22 19:05:26 +00:00
SpriteProcessor.cs Clean Inventory Grids 2020-12-12 20:43:09 +00:00
SpriteProcessor.cs.meta Clean Inventory Grids 2020-12-12 20:43:09 +00:00