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
11 lines
243 B
Text
11 lines
243 B
Text
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