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1041b946b6
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98dac07345
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@ -1,365 +0,0 @@
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1.5.5
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Minimum supported version is now Unity 2019.3.7f1
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Added:
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||||||
- (URP) Support for LOD crossfading in Vegetation Studio Pro 1.4.5
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Changed:
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||||||
- Reorganized folder structure to adhere to the traditional Model/Materials format
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||||||
- Scripts are now separated into a Runtime/Editor folder and contain an assembly definition
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||||||
- Improved normals for the majority of trees, resulting in better directional shading
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||||||
- Normal maps for tree billboards are now actually correct, so will match a tree's shading more closely
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- Roughness and Height maps for terrain layers are now packed into a new RGBA mask map
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||||||
- Stiffness for trees is now stored in the UV3 V-component. Branch and trunk shaders have been modified to use this instead of the Alpha vertex color channel.
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* This makes it more straightforward to add wind motion support to custom tree models, wind strength may need to be adjusted
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- Tree models are now stored in a single FBX file per asset
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- LOD meshes for rocks/cliffs are now in the same FBX file. LOD crossfading is now enabled for them (looks best in Forward rendering)
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Fixed:
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||||||
- Some particle materials not always converting properly to URP
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Removed:
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- Option to convert from URP to Built-in RP. Instead, his can be achieved by re-importing the package.
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1.5.4
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Changed:
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- (URP) Converted all Shader Graph custom functions into Sub-graphs to solve Shader Graph's timing sensitive import errors
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||||||
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Fixed:
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||||||
- (URP) Tree billboards not being rendered if used with Vegetation Studio Pro
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- (URP) Some materials rendering invisible in URP 11+ (2021.1 beta)
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1.5.3
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Minimum supported version is now Unity 2018.4.0. URP now requires v7.4.1 (available since Unity 2019.3.7f1)
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Added:
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- Added terrain layers (part of auto upgrade in 2018.3)
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- (URP) LOD crossfading support for vegetation shaders (already enabled by default on all prefabs)
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- (URP) Foliage bending functionality to Foliage shader
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Changed:
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- Assuming Linear color space by default, colors have been adjusted to fit
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- (URP) Greatly improved translucency for Foliage shader
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- Particle effects now use the Standard particle shader (this also supports camera fading)
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- Normal map inputs on cliff shaders are now correctly marked as such
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- (URP) Vegetation shaders now use the same material UI as in the built-in RP
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- URP material conversion now forces shaders to re-import after completion, as a workaround for Shader Graph import issues.
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Fixed:
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- Foliage bender now pushes grass/foliage away in the correct direction, regardless of the rotation of a mesh.
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1.5.2
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Added:
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- Options to convert to Built/Universal Render Pipeline under Edit/Render Pipeline menu
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- Color (HDR) field to tree branch shader. Transmission color is now also HDR-enabled.
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Fixed:
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- Errors in built-in water shader when reflection probe box projection wasn't enabled
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1.5.1
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Added:
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- Pigment Map Generator now has a resolution parameter, and option to assign all active terrains
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Fixed:
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- (URP) Foliage shader light transmission effect is now influenced by directional light intensity
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- (URP) Particle effect materials now convert completely when installing URP shaders (materials must still be selected once, before changes apply)
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1.5.0
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Minimum supported version is now Unity 2017.4.0
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||||||
Added support for the Universal Render Pipeline in Unity 2019.3+. Shaders can be unpacked and FAE materials converted through the Help menu.
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Notes:
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- Grass is not available for the URP, the Stylized Grass Shader package offers a fully fledged URP grass shader. Grass materials will automatically use the foliage shader instead.
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||||||
- LOD Crossfading is unavailable in the URP
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||||||
- Custom shader UI's aren't supported by Shader Graph, material inspectors will use default formatting
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||||||
Added:
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||||||
- Revised water shader for the URP with improved intersection effect and shoreline waves.
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||||||
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||||||
Changed:
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||||||
- Improved color padding on vegetation texture atlas, no longer shows dark edges on some plants on lower mipmaps
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|
||||||
- (URP) Tree branches, light transmission is now masked by shadows
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|
||||||
- Greatly reduced file size of cliff textures with no discernible quality loss (90mb savings)
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||||||
- Shader controllers for Vegetation Studio Pro are now included in this package and support URP shaders
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|
||||||
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|
||||||
1.4.1
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||||||
Fixed:
|
|
||||||
- Tree branch shader turning black if Directional Light was disabled or when using Mixed lighting with baked lightmaps.
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|
||||||
- Shaders now receive lighting from Spot/Point lights in Forward Rendering when using Vegetation Studio
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|
||||||
- Removed empty LOD2 from GrassPatch prefab, which prevented it from being used with Vegetation Studio Pro
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||||||
1.4.0
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||||||
- Unity 2019.3 compatibility verified
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- All Substance materials have been replaced by textures
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Added:
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- Grass patch prefab, designed for mass placement
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Changed:
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||||||
- Cliff shaders now support Vegetation Studio's Instanced Indirect rendering
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||||||
- Demo scenes now have post processing set up by default (Requires Post Processing package to be installed)
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||||||
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Fixed:
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|
||||||
- Improved quality of tree billboard normal maps, fixes black billboards in Unity 2019.2+
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|
||||||
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|
||||||
1.3.1
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||||||
Changed:
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||||||
- Shading improvements for SpeedTree assets
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||||||
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Fixed:
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||||||
- Custom pigment map option not accessible
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||||||
1.3.0
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||||||
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||||||
Added:
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|
||||||
- Ivy kit, consisting out of 6 variants
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|
||||||
- Profile and LUT for the Post Processing Stack v2
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|
||||||
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|
||||||
Changed:
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|
||||||
- PigmentMapGenerator
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|
||||||
* Texture operations are now performed on the GPU resulting in much faster rendering
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|
||||||
* Now has the option to manually input the terrain's size and position
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|
||||||
- Foliage shader now has controls for global wind motion and leaf flutter
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|
||||||
- Wind Controller, direction is now solely determined by the object's forward axis.
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|
||||||
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|
||||||
Fixed:
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|
||||||
- Black color bleeding on elephant ear plant
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|
||||||
- PigmentMapGenerator rendering half of the terrain when Game View is open and set to "Free Aspect"
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|
||||||
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||||||
Removed:
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|
||||||
- Option to use legacy vertex color layout for tree branch and trunk shaders
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||||||
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||||||
1.2.6
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||||||
- Checked for compatibility with v2.0.2 of the Substance plugin
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||||||
- Minor changes and improvements
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||||||
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||||||
1.2.5:
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||||||
Added:
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||||||
- Grass terrain substance, rocks layer
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||||||
- Dirt terrain substance, more controls for rocks
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||||||
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|
||||||
Fixed:
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|
||||||
- PigmentMapGenerator fixes for some scenarios
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|
||||||
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|
||||||
1.2.4:
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|
||||||
Fixed:
|
|
||||||
- Grass and foliage shader, light transmission issue on OpenGL
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|
||||||
- PigmentMapGenerator fixes for some scenarios
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|
||||||
- (2018+) Compatibility with Substance plugin v2.0.1
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|
||||||
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|
||||||
1.2.3
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|
||||||
Added:
|
|
||||||
- WindController can now adjust the overall wind effect based on a WindZone's "Main" value.
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|
||||||
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|
||||||
Fixed:
|
|
||||||
- Water shader not compiling on MacOS when using Metal rendering
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|
||||||
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|
||||||
Changed:
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|
||||||
- Foliage shader now uses a different wind animation method, resulting in less mesh deformation
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|
||||||
- PigmentMapGenerator, improved workflow when using MegaSplat
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|
||||||
- PigmentMapGenerator, improved support for mesh terrains with a centered pivot point.
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|
||||||
- Minor improvements to tree branch shader
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|
||||||
- Removed LOD group from plants with only one mesh
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|
||||||
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|
||||||
1.2.2
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|
||||||
Unity 2018.1+: Substances have been converted to regular textures. Go to Help->Fantasy Adventure Environment to install Substance functionality.
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|
||||||
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|
||||||
1.2.1
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|
||||||
Added:
|
|
||||||
- Vegetation shaders now support Instanced Indirect rendering
|
|
||||||
- Tree Branch shader now has a toggle to read SpeedTree wind for trees made using the Unity SpeedTree modeler
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|
||||||
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|
||||||
Changed:
|
|
||||||
- Usage of vertex color channels Blue and Alpha have been swapped, to be more in line with third-party baking tools.
|
|
||||||
A "Use Legacy Vertex Colors" toggle has been added to the Branch and Trunk shaders to swap them back.
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|
||||||
- Optimized lightmap scale for all asset prefabs
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|
||||||
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|
||||||
Fixed:
|
|
||||||
- Warnings regarding Birch trees when using realtime GI
|
|
||||||
|
|
||||||
1.2.0
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|
||||||
Updated minimum supported version to Unity 5.6 to make full use of GPU-instancing
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|
||||||
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|
||||||
Added:
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|
||||||
- About window
|
|
||||||
- PigmentMapGenerator support for multi-terrain setups, please view the documentation for usage instructions
|
|
||||||
- Arrow gizmo to WindController
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|
||||||
- Grass shader support for Vegetation Studio's TouchReact system. Flattened grass is also tinted slightly darker.
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|
||||||
- Nav Mesh Obstacle component to all trees
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|
||||||
- WindTrails particle effect
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|
||||||
|
|
||||||
Changed:
|
|
||||||
- Recompiled shaders using latest ASE version (1.5.0)
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|
||||||
- WindController no longer utilizes a Substance material
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|
||||||
- WindAmplitude is now a shader value
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|
||||||
- Sunshaft particles now use Soft Particles (Quality Settings) for better performance scaling
|
|
||||||
- Sunshafts no longer use the Directional Light's alpha channel for opacity, added an Opacity material parameter instead
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|
||||||
- Grass wind tinting is now influenced by wind strength
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|
||||||
- FoliageBender now adds a slight dark tint to grass
|
|
||||||
- Renamed "Resources" folder to "Source", to avoid unneccesary build inclusion
|
|
||||||
|
|
||||||
Fixed:
|
|
||||||
- Grass light transmission being visible in shadows
|
|
||||||
|
|
||||||
Removed:
|
|
||||||
- Water/Particles/RockDetail Substance materials (Had no parameters, so were baked to textures)
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|
||||||
|
|
||||||
1.1.2
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|
||||||
Fixed:
|
|
||||||
- Build errors on Nintendo Switch
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|
||||||
- Recreated Sunshaft shaders in ASE, fixing PS4 issues
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|
||||||
|
|
||||||
Changed:
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|
||||||
- Removed all third party scripts from demo scene
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|
||||||
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|
||||||
1.1.1
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Added:
|
|
||||||
- Willow_A tree asset (with LODs, billboard and collider)
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||||||
- Willow_B tree asset (with LODs, billboard and collider)
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- Ambient Occlusion to tree trunks
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|
||||||
- ShaderGUI for FAE/Tree Trunk shader
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|
||||||
- Current Wind Controller settings information in Shader GUI's when help is toggled
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|
||||||
- Option under GameObject menu to create a new Wind Controller object
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Changed:
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Trees:
|
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||||||
- Wind response, Ambient Occlusion and Light Transmission for all trees has been improved and fine-tuned per tree type
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- Corrected normals on Pine_A LOD meshes
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- Corrected UVs of Spruce and Pine tree trunks so the material is less vertically stretched
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|
||||||
- Lowered all trees 0.3 units, so the trunk doesn't appear to float on steep terrain surfaces
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Wind:
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||||||
- Wind strength is now a shader function and thus can be changed during runtime
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- Wind weight parameter in shaders is renamed to "MaxWindStrength"
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||||||
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||||||
Grass:
|
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||||||
- Light transmission now visible in shorter grass as well
|
|
||||||
- Improved grass wind color influence (only brightens, rather than darkening and brightening)
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|
||||||
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|
||||||
1.1.0
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||||||
Added:
|
|
||||||
- Collider meshes for Palm_B and Palm_C
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||||||
- Pigment map generator now has options to flip or rotate the pigment map for mesh terrains
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|
||||||
- Support for a custom pigment map
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|
||||||
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|
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Changed:
|
|
||||||
- Tree trunk gradient is now inverted, making the top darker instead of the bottom (ambient occlusion for trunks to be added)
|
|
||||||
- Made wind vectors less uniform (Wind response for trees will soon be improved)
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|
||||||
- Pigment map generator now works with mesh terrains with centered pivots
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|
||||||
- Minor UI improvements
|
|
||||||
- Reduced splatmap size in demo scene
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|
||||||
|
|
||||||
Fixed:
|
|
||||||
- High trunk weight wind values elongating the trees
|
|
||||||
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|
||||||
1.0.9
|
|
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Added
|
|
||||||
- Palm_B and Palm_C tree assets (with LODs, billboards)
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|
||||||
- Dead branches to palm trees with separate color controls
|
|
||||||
- Custom inspector for WindController script
|
|
||||||
- Option to visualize the wind vectors in the Foliage, Grass and Tree Branch shader GUI's
|
|
||||||
|
|
||||||
Fixed:
|
|
||||||
- Several warnings
|
|
||||||
- Substance baker target folder not saving correctly
|
|
||||||
|
|
||||||
1.0.8
|
|
||||||
Added:
|
|
||||||
- Groundcover clovers, dead branches and two elephant ear plants
|
|
||||||
- Terrain sand material
|
|
||||||
|
|
||||||
Changed:
|
|
||||||
- PigmentmapGenerator now also works with mesh terrains
|
|
||||||
- Recompiled shaders using Amplify Shader Editor v1.3.4 ("_MaskClipValue" parameter is now called to "_Cutoff", adjusted Shader GUI's accordingly)
|
|
||||||
|
|
||||||
1.0.7
|
|
||||||
Added:
|
|
||||||
- New forest floor Substance material for the terrain, featuring needles, moss, roots, rocks and leafs
|
|
||||||
- Ability to bake the Substance textures for the terrain automatically, to allow for easy itteration
|
|
||||||
|
|
||||||
Changed:
|
|
||||||
- Refactored TerrainRock material, secondary and tertiary layers have been removed, more color properties have been added
|
|
||||||
- TerrainSnow material now has a sparkles effect when roughness is set to full
|
|
||||||
|
|
||||||
1.0.6
|
|
||||||
Added:
|
|
||||||
- Custom material inspectors for the Foliage, Grass and Tree Branch shaders. Features buttons to toggle parameter descriptions.
|
|
||||||
|
|
||||||
Changed:
|
|
||||||
- Removed the height- and pigment map functionality from the Foliage shader. Made a seperate "Grass" shader instead, which does have these features.
|
|
||||||
- WindController script, when added, now automatically tries to locate the FAE_WindVectors substance in the project
|
|
||||||
- PigmentMapGenerator clears the pigment map texture from the Grass shader when it is disabled. This avoids inadvertently using a pigment map from another scene.
|
|
||||||
|
|
||||||
Fixed:
|
|
||||||
- Grass animation not working when PigmentMap is deleted
|
|
||||||
|
|
||||||
1.0.5
|
|
||||||
Added:
|
|
||||||
- Grass billboard texture, for use on the terrain (Terrain/Textures folder)
|
|
||||||
|
|
||||||
Changed:
|
|
||||||
- Made vegetation meshes compatible with Vegetation Studio shaders
|
|
||||||
- Checked PigmentmapGenerator compatibilty with MicroSplat, made adjustments accordingly
|
|
||||||
- Improved usability of PigmentmapGenerator component
|
|
||||||
|
|
||||||
Fixed:
|
|
||||||
- Error catching in the PigmentmapGenerator script
|
|
||||||
- Corrected normal map behaviour in branch substances
|
|
||||||
- Fixed Palm bark artifacts in substance material
|
|
||||||
|
|
||||||
Removed:
|
|
||||||
- FAE_PigmentMap substance (obsolete)
|
|
||||||
- Standard Assets third person controller
|
|
||||||
|
|
||||||
1.0.4
|
|
||||||
Added:
|
|
||||||
- Grass blending with the terrain color is now 100% accurate, and no longer limited to the first 4 terrain textures.
|
|
||||||
- Random rotation parameter to GrassAtlas substance
|
|
||||||
|
|
||||||
Changed:
|
|
||||||
- Polished demo scene some more + performance improvements
|
|
||||||
- Cliff shader, increased base-intensity of detail normal map
|
|
||||||
- Cliff prefabs, set collider to "Convex" by default, added an optional Box Collider component
|
|
||||||
- Seperated the grass substance from the vegetation container
|
|
||||||
- Dust motes now use the Sunshaft particle shader, so they react better to lighting conditions
|
|
||||||
|
|
||||||
Fixed:
|
|
||||||
- CliffAppearance reverting some values to prefab defaults on play
|
|
||||||
- Face normals on fern mesh
|
|
||||||
|
|
||||||
1.0.3
|
|
||||||
Added:
|
|
||||||
- Billboard LODs for all trees. Allows you to have much more trees on screen.
|
|
||||||
- New Pine bark Substance material
|
|
||||||
|
|
||||||
Fixed:
|
|
||||||
- Tree branches turning black on DirectX 9
|
|
||||||
- Color bleeding on dead pine branches
|
|
||||||
- Wrong material on Cliff_E LODs
|
|
||||||
|
|
||||||
Changed:
|
|
||||||
- Trees now have a capsule collider, so they work as terrain trees. Tree colliders have not been removed, you can use these instead if you wish
|
|
||||||
- The Trees Substance container has been split up, each tree type has it's own container now.
|
|
||||||
- Spruce_B is now a little more distinct from its counterparts.
|
|
||||||
|
|
||||||
1.0.2
|
|
||||||
Added:
|
|
||||||
- Cliff coverage feature (snow, grass, etc)
|
|
||||||
- Custom inspector for CliffAppearance script
|
|
||||||
- Demo scene to showcase the cliff coverage functionality
|
|
||||||
|
|
||||||
Fixed:
|
|
||||||
- Shaders now work correctly on OSX
|
|
||||||
|
|
||||||
1.0.1
|
|
||||||
Fixed:
|
|
||||||
- Tree trunks and branches not moving synchronously when Static Batching is enabled
|
|
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windStrength = _WindStrength;
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void GetBendingOffset_float(in float3 positionOS, in float3 wPos, in float mask, in float influence, out float3 offsetPosition)
|
|
||||||
{
|
|
||||||
float3 dir = normalize(_ObstaclePosition.xyz - wPos);
|
|
||||||
dir = TransformWorldToObjectDir(dir);
|
|
||||||
|
|
||||||
float falloff = 1-saturate(distance(_ObstaclePosition.xyz, wPos) / _BendingRadius);
|
|
||||||
|
|
||||||
float3 offset = 0;
|
|
||||||
offset.xz = dir.xz * (_BendingStrength * 0.1);
|
|
||||||
offset *= -(falloff * influence) * mask;
|
|
||||||
|
|
||||||
offsetPosition = positionOS + offset;
|
|
||||||
}
|
|
||||||
|
|
||||||
void SampleWind_float(in float2 wPos, out float3 vec)
|
|
||||||
{
|
|
||||||
float2 v = SAMPLE_TEXTURE2D_LOD(_WindVectors, sampler_WindVectors, wPos, 0).rg ;
|
|
||||||
|
|
||||||
vec = float3(v.x, 0, v.y);
|
|
||||||
};
|
|
||||||
|
|
||||||
void ApplyLODCrossfade_float(in float4 screenPos, in float alpha, out float dithered)
|
|
||||||
{
|
|
||||||
#ifndef UNIVERSAL_SHADOW_CASTER_PASS_INCLUDED
|
|
||||||
#if LOD_FADE_CROSSFADE
|
|
||||||
float hash = GenerateHashedRandomFloat(screenPos.xy * _ScreenParams.xy);
|
|
||||||
float sign = CopySign(hash, unity_LODFade.x);
|
|
||||||
|
|
||||||
clip(unity_LODFade.x - sign);
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
dithered = alpha;
|
|
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}
|
|
||||||
|
|
||||||
void GetSunColor_float(out float3 color)
|
|
||||||
{
|
|
||||||
#ifdef UNIVERSAL_LIGHTING_INCLUDED
|
|
||||||
Light mainLight = GetMainLight();
|
|
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color = mainLight.color;
|
|
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#else
|
|
||||||
color = 0;
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
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void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten)
|
|
||||||
{
|
|
||||||
#ifdef UNIVERSAL_LIGHTING_INCLUDED
|
|
||||||
#if SHADERGRAPH_PREVIEW
|
|
||||||
Direction = half3(0.5, 0.5, 0);
|
|
||||||
Color = 1;
|
|
||||||
DistanceAtten = 1;
|
|
||||||
ShadowAtten = 1;
|
|
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#else
|
|
||||||
#if SHADOWS_SCREEN
|
|
||||||
half4 clipPos = TransformWorldToHClip(WorldPos);
|
|
||||||
half4 shadowCoord = ComputeScreenPos(clipPos);
|
|
||||||
#else
|
|
||||||
half4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
Light mainLight = GetMainLight(shadowCoord);
|
|
||||||
Direction = mainLight.direction;
|
|
||||||
Color = mainLight.color;
|
|
||||||
DistanceAtten = mainLight.distanceAttenuation;
|
|
||||||
ShadowAtten = mainLight.shadowAttenuation;
|
|
||||||
#else
|
|
||||||
Direction = half3(0.5, 0.5, 0);
|
|
||||||
Color = 1;
|
|
||||||
DistanceAtten = 1;
|
|
||||||
ShadowAtten = 1;
|
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#endif
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