Pics:
Also implemented some simplistic "real-time GI" that works in both lighting and the froxel fog. It's similar to Crytek's LPV in spirit (as it propagates SH in a volume), but does it via downsampling (like you do for bloom)...
Having fun with a mix of froxels and raymarched primitives for volumetric fog
Some janky verlet fun 🤪
#inidedev
"Pondering Orbs: The Rendering and Art Tools of COCOON" https://www.youtube.com/watch?v=8kS17jt38XQ #GPC2024
Added some initial APV (Adaptive Probe Volumes) support to Bakery (not released yet).
It can bake SHs, light shadowing and sky occlusion to the APV.
Made this screenshot by accident
@yora Grass and fallen leaves are placed via painted masks; some junk and rocks are placed via physics (just let it fall and save transform). Everything else is just straight hand-placed 😳
Autumn in the park
Remember to paint the correct hand based on your preferred chirality. 😅
So, light leaking seems to happen IRL also… 🤔
@aras
D3DRS_DOGENABLE = TRUE
D3DRS_DOGDENSITY = ???
Decalery was updated to v1.1!
Added support for Terrains, Bakery Lightmapped Prefabs, fixed and improved the shaders, added some more options :)
https://assetstore.unity.com/packages/tools/level-design/decalery-293468
@PatHightree Yeah about 12 people already told me that XD
I'll remove this image.
So I've finally released my mesh decal tool!
https://assetstore.unity.com/packages/tools/level-design/decalery-293468
@prrck Thanks!