Ground Truth Fragment normals (required for projection)
Screenspace derivative based branching of the bilinear blend. (FPS boost)
reimplements the lookup grid with alternative method to match normal lookups. (also avoids divides, faster)
Removes get_height() and get_normal() functions in favour in doing them inline, access to texture fetches for other funcs
region border fix removed, as made redundant
vertex normals are present as they are almost free anyways. (despite not being used atm, likley needed for webGL)
added toggle to macro variation
added Texture LOD bias
added depth blur effect (can use useful in conjunction with DOF shaders, or at small values preventing pixel shimmer at distance)
overall should give a decent FPS boost across the board.
everything works across compat/mobile/forward+
no projection:
projection (0.5 threshold):
texture LOD bias 0.8, depth blur 8.0:
a note on painted UV rotations and projected UVs - they work sort of, but at high surface slopes, the control map is still very skewed, as seen here:
It is possible to paint uv rotation, but it requires care. The dynamic mode is relative to the xz plane, not the projected plane so it is un-reliable. with some close attention, good results can be achieve if really specific things are desired on steep faces, tho issues are unavoidable at the crossover between different projections:
EDIT: fixing debug views to work with this, included a small upgrade to the control map texture view:
Admin edit: Fixes #65
overall should give a decent FPS boost across the board. everything works across compat/mobile/forward+
no projection:
projection (0.5 threshold):
texture LOD bias 0.8, depth blur 8.0:
a note on painted UV rotations and projected UVs - they work sort of, but at high surface slopes, the control map is still very skewed, as seen here:
It is possible to paint uv rotation, but it requires care. The dynamic mode is relative to the xz plane, not the projected plane so it is un-reliable. with some close attention, good results can be achieve if really specific things are desired on steep faces, tho issues are unavoidable at the crossover between different projections:
EDIT: fixing debug views to work with this, included a small upgrade to the control map texture view: