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8cc7985
Prototype - offset tiles in y direction by local water body
huwb Nov 3, 2019
72f28d8
Try to just use set height from geometry
huwb Nov 3, 2019
999e4e9
Attempt 2 - set water level by adding water height
huwb Nov 3, 2019
087ce4c
Separate out sea level into second channel of depth data
huwb Nov 3, 2019
423e4df
Make the queries read the sea level offset
huwb Nov 3, 2019
6ad2951
Revert back to samplelod
huwb Nov 3, 2019
ccab04d
Better example - 2 lakes
huwb Nov 6, 2019
5229b4e
Merge branch 'master' into feature/local-water-bodies
huwb Nov 8, 2019
dabf6a3
Speed up camera
huwb Jan 1, 2020
5cb12bd
Merge branch 'master' into feature/local-water-bodies
huwb Mar 11, 2020
68eb727
Merge branch 'feature/local-gerstner' into feature/local-water-bodies
huwb Mar 11, 2020
024073d
Fix merge
huwb Mar 11, 2020
cc9ff71
Fix validation
huwb Mar 11, 2020
4b53991
Make gerstner patch material not feather by default
huwb Mar 11, 2020
293a197
Separate clipping materials
huwb Mar 11, 2020
083a9fa
Fix material shader
huwb Mar 11, 2020
0079528
Hide 'engine' shader
huwb Mar 12, 2020
a965ec9
Wizard for creating local water bodies
huwb Mar 12, 2020
af07347
First test with 'unclip'
huwb Mar 12, 2020
fd7b6e3
Misc
huwb Mar 12, 2020
0ab1fb6
Assign materials properly
huwb Mar 12, 2020
fa75ae9
Use relative bounds for WaterBody
huwb Mar 12, 2020
9fecf36
Sort ocean inputs by render queue
huwb Mar 12, 2020
9265c81
Clip shaders - add and remove
huwb Mar 12, 2020
3dc6d60
Two lakes added, generated from wizard
huwb Mar 12, 2020
988b7cd
Set default to clip to true for this branch
huwb Mar 12, 2020
413c115
Turn off feathering on gerstner material
huwb Mar 12, 2020
6923bc7
Added bigger expanse of water
huwb Mar 12, 2020
0ec894f
Merge branch 'master' into feature/local-water-bodies
huwb Mar 13, 2020
47b7e75
Flesh out remove area as it doesnt simply return '1'
huwb Mar 13, 2020
e497fae
Make default clipping state an option
huwb Mar 13, 2020
61cd2f2
Fix skirt geometry not clipping - communicate default clip state
huwb Mar 13, 2020
733fb84
Fix default clipping state attempt 2
huwb Mar 13, 2020
eac4a3e
Remove useless ifdef
huwb Mar 13, 2020
fc2f8cc
File header
huwb Mar 13, 2020
b564841
Merge branch 'master' into feature/local-water-bodies
huwb Mar 14, 2020
9b59b60
Adjust for merge
huwb Mar 14, 2020
184c8a1
Partially address LOD+varying sea level
huwb Mar 14, 2020
2d4ca6b
Fix for water body bounds - make proper AABB
huwb Mar 14, 2020
4cdcc06
Magic number
huwb Mar 14, 2020
c0050ee
Sigh broke bounds just before pushing
huwb Mar 14, 2020
acab995
Validation to detect very small bodies of water
huwb Mar 14, 2020
e057d04
Validation & gizmo
huwb Mar 14, 2020
00e1db6
WaterBody - try adding gizmo by default to aid selection
huwb Mar 15, 2020
288f003
Shadow data reads sea level offset
huwb Mar 15, 2020
ed71013
Move WaterBody out of 'Helpers' folder
huwb Mar 15, 2020
404ba41
Underwater - take into account sea level offset
huwb Mar 15, 2020
2715480
Cleanup
huwb Mar 15, 2020
471dc40
Build warnings / errors
huwb Mar 16, 2020
c21578c
Make sea level offset optional, but on by default.
huwb Mar 16, 2020
2017056
Handle input materials better
huwb Mar 17, 2020
c00fb11
Merge branch 'master' into feature/local-water-bodies
huwb Jun 8, 2020
474f6bf
Merge branch 'master' into feature/local-water-bodies
huwb Jun 12, 2020
dc8d26a
Merge branch 'master' into feature/local-water-bodies
huwb Jun 16, 2020
cfa9432
Refresh
huwb Jun 16, 2020
eede4d5
Nice convergence with hdrp code
huwb Jun 16, 2020
f9a87d9
Merge branch 'master' into feature/local-water-bodies
huwb Jun 21, 2020
b26c8f2
Cleanup merge
huwb Jun 21, 2020
866d96f
Another cleanup
huwb Jun 21, 2020
dbeacfa
Merge branch 'master' into feature/local-water-bodies
huwb Jun 26, 2020
0c96939
Mirror cleanup of mats done on master
huwb Jun 26, 2020
4874091
Clean up another mat
huwb Jun 26, 2020
9031dde
Fix mat path in wizard
huwb Jun 26, 2020
b6dcb9a
Merge branch 'master' into feature/local-water-bodies
huwb Jul 5, 2020
9108726
Merge branch 'master' into feature/local-water-bodies
huwb Jul 5, 2020
9b506b1
Merge branch 'master' into feature/local-water-bodies
huwb Jul 5, 2020
1ad1a37
Merge branch 'master' into feature/local-water-bodies
huwb Dec 30, 2020
348b06c
Fix for bad caches - use cache position for average water height
huwb Dec 30, 2020
c901e1e
Some cleanup/realign with master
huwb Dec 30, 2020
dd909d8
Merge branch 'master' into feature/local-water-bodies
huwb Jun 3, 2021
7e23b90
Merge branch 'master' into feature/local-water-bodies
huwb Sep 12, 2021
63286b2
Data mess
huwb Sep 12, 2021
9ca226c
Fix null ref exception
huwb Sep 12, 2021
53630b9
Show water body at correct height
huwb Sep 12, 2021
78523e2
Write into second channel of sea floor depth
huwb Sep 12, 2021
40a39e8
Try adding DC
huwb Sep 12, 2021
3c9496c
Merge branch 'refactor/store-terrain-height' into feature/local-water…
huwb Sep 12, 2021
2c0366b
Doc fixes
huwb Sep 12, 2021
e718881
Fix up for terrain height / sea level offset
huwb Sep 12, 2021
fa2678d
Fix bad query fail
huwb Sep 12, 2021
4317152
Tentatively remove validation
huwb Sep 12, 2021
02d6a2f
Merge branch 'refactor/store-terrain-height' into feature/local-water…
huwb Sep 12, 2021
9e2298d
Misc data
huwb Sep 12, 2021
34520f3
Clean ups
huwb Sep 12, 2021
f971fbf
Oops, fix sneaky flipped offset in query
huwb Sep 12, 2021
9c916e4
Remove out some old height-gunk from DC
huwb Sep 12, 2021
9e012ca
Add river
huwb Sep 12, 2021
bcd177d
Run river into lake
huwb Sep 12, 2021
56cfbe2
Data tweaks
huwb Sep 12, 2021
c7276ad
Add water level derivs to capture gradients
huwb Sep 12, 2021
b951529
Merge branch 'master' into feature/local-water-bodies
huwb Sep 15, 2021
18d71a8
Add sea level offset to underwater mask
magenta404 Sep 16, 2021
d0bf2cc
Test Data: use underwater renderer
magenta404 Sep 16, 2021
70a5b60
Merge branch 'master' into feature/local-water-bodies
huwb Sep 16, 2021
97872b2
Fix typo generating exceptions
huwb Sep 16, 2021
f40b777
Revert legacy underwater effect changes as it was broke anyway
huwb Sep 16, 2021
f18455b
Remove curtain GOs
huwb Sep 16, 2021
8213c04
Default set height input to not blend
huwb Sep 16, 2021
c04933c
Probably better to blend with _Weight
huwb Sep 16, 2021
b154465
Add spline radius multiplier - new spline point data added to all spl…
huwb Sep 16, 2021
a69882e
Move SplinePointData
huwb Sep 17, 2021
9f562a3
Merge branch 'master' into feature/local-water-bodies
huwb Sep 17, 2021
663ecc9
Replace SetHeight animwaves shader with a new depth one
huwb Sep 17, 2021
55ed355
Undo removing the set height shader to not break existing materials
huwb Sep 18, 2021
ed8b061
Merge remote-tracking branch 'origin/master' into feature/local-water…
huwb Sep 18, 2021
9ab9044
Deprecate legacy 'set height' shader
huwb Sep 18, 2021
c47ad5c
Goodbye crappy waterbody wizard
huwb Sep 18, 2021
cbd039e
Inline sea floor depth settings
huwb Sep 18, 2021
0328dd8
Mismatched return
huwb Sep 18, 2021
0a24ba1
Removed validation that is no longer required
huwb Sep 18, 2021
81491c0
Minor tidy
huwb Sep 18, 2021
c9b3909
Polish depth settings
huwb Sep 18, 2021
4786d02
Oops - proper revert of old set height shader
huwb Sep 18, 2021
e82294e
Add sea floor offset to missing shaders
magenta404 Sep 19, 2021
3f79222
Merge pull request #910 from wave-harmonic/feature/local-water-bodies…
magenta404 Sep 19, 2021
01e747b
Merge branch 'feature/local-water-bodies' into fix/water-level-derivs
huwb Sep 19, 2021
714c00b
Fixup merge
huwb Sep 19, 2021
7aa6ed3
Fix issues - switch to 32bit precision. Cleanup
huwb Sep 19, 2021
e2cefaa
Minor whitespace
huwb Sep 19, 2021
3876c44
Fix shader reference
huwb Sep 19, 2021
55d30ef
Rem dead code
huwb Sep 20, 2021
8a6b862
Merge pull request #911 from wave-harmonic/fix/water-level-derivs
huwb Sep 20, 2021
33151f7
Fix shadows
huwb Sep 25, 2021
d91a974
Merge branch 'master' into feature/local-water-bodies
huwb Sep 25, 2021
3daa08d
Revert data
huwb Sep 25, 2021
bf5c218
Add changelog notes
huwb Sep 25, 2021
33e01c8
Attempt at docs
huwb Sep 25, 2021
64265ce
Add function to sample sea level offset
huwb Sep 25, 2021
cf97dd9
Refactor SampleSeaLevelOffset for ocean mask
magenta404 Sep 26, 2021
80f281b
Merge remote-tracking branch 'origin/master' into feature/local-water…
huwb Sep 30, 2021
99a43f0
RegisterHeightInput registers spline displacement
huwb Sep 30, 2021
3595f94
Extend user guide
huwb Sep 30, 2021
e70827e
Changelog for removing water body wizard
huwb Sep 30, 2021
8bbbe60
Simplify properties
huwb Sep 30, 2021
c9c3881
Kill stale validation
huwb Sep 30, 2021
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Original file line number Diff line number Diff line change
Expand Up @@ -20,6 +20,8 @@ public class QueryDisplacements : QueryBase, ICollProvider
protected override void BindInputsAndOutputs(PropertyWrapperComputeStandalone wrapper, ComputeBuffer resultsBuffer)
{
LodDataMgrAnimWaves.Bind(wrapper);
LodDataMgrSeaFloorDepth.Bind(wrapper);

ShaderProcessQueries.SetTexture(_kernelHandle, sp_LD_TexArray_AnimatedWaves, OceanRenderer.Instance._lodDataAnimWaves.DataTexture);
ShaderProcessQueries.SetBuffer(_kernelHandle, sp_ResultDisplacements, resultsBuffer);

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This file was deleted.

Original file line number Diff line number Diff line change
Expand Up @@ -8,16 +8,18 @@

namespace Crest
{
using SettingsType = SimSettingsSeaFloorDepth;

/// <summary>
/// Data that gives depth of the ocean (height of sea level above ocean floor). Stores terrain height and water level
/// offset.
/// offset in x & y channels.
/// </summary>
public class LodDataMgrSeaFloorDepth : LodDataMgr
{
public override string SimName { get { return "SeaFloorDepth"; } }
protected override GraphicsFormat RequestedTextureFormat => GraphicsFormat.R16_SFloat;
protected override bool NeedToReadWriteTextureData { get { return false; } }
// We want the clear colour to be the min terrain height (-1000m)
public override string SimName => "SeaFloorDepth";
protected override GraphicsFormat RequestedTextureFormat => Settings._allowVaryingWaterLevel ? GraphicsFormat.R32G32_SFloat : GraphicsFormat.R16_SFloat;
protected override bool NeedToReadWriteTextureData => false;
// We want the clear colour to be the min terrain height (-1000m) in X, and sea level offset 0m in Y.
readonly static Color s_nullColor = Color.red * -1000f;
static Texture2DArray s_nullTexture;
protected override Texture2DArray NullTexture => s_nullTexture;
Expand All @@ -29,6 +31,9 @@ public class LodDataMgrSeaFloorDepth : LodDataMgr

public const string ShaderName = "Crest/Inputs/Depth/Cached Depths";

public override SimSettingsBase SettingsBase => Settings;
public SettingsType Settings => _ocean._simSettingsSeaFloorDepth != null ? _ocean._simSettingsSeaFloorDepth : GetDefaultSettings<SettingsType>();

public LodDataMgrSeaFloorDepth(OceanRenderer ocean) : base(ocean)
{
Start();
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