- Feb 04, 2020
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Oliphan authored
Fixed normals generation for waves Added normal map to water for detailed refractions, reflections, and lighting effects Added variable wave height Added light bias to caustics Added rotation to caustics sampling to prevent samples from aligning Added fresnel bias to reflections Added caustics slider
- Feb 03, 2020
- Jan 28, 2020
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Liam Robinson authored
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Oliphan authored
Application can now be quit from a build using quit button UI buttons can be hidden or shown Mandelbrot, Mandelbulb, and Water can be hidden or shown Parameters for Mandelbulb can be tweaked with GUI sliders: maxSteps maxDist Parameters for Water can be tweaked with GUI sliders: shallowThreshold shallowTint foamThreshold foamHardness waveSpeed reflectionStrength reflectionDeform
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- Jan 27, 2020
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Oliphan authored
Moved water from surface shader to vert frag shader to bypass texture sampling limit and prevent surface shading Tweaked Fractal range to reduce haloing Changed fractal background to render on plane to make it write on the z buffer Fixed reflection camera matrix to render x flipped so that the texture doesn't have to be flipped in the water shader Added proper depth based shading for deep water, shallows, and foam Added normal based deformation to water reflections Added water waves Added reflection strength and deform sliders Added foam noise texture Removed waves texture and replaced with Gerstner Waves
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- Jan 24, 2020
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Liam Robinson authored
Started transitioning water from vert surface shader to vert frag shader to circumvent texture sampler limit Added terrain textures and revised terrain
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- Jan 23, 2020
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Liam Robinson authored
Added raymarched fractal shader with mandelbrot Added probuilder Added planar reflection camera rendering script Added water shader with planar reflection support
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