Added campfire particle system to campfire in diorama test scene
Updated campfire material to point to new emissive texture which is just the orange colors from the texture map
Updated voxel subsurface (both textured and non-textured) to support highlight strength parameter.
Updated voxel subsurface material to allow for dynamic material parameters (used in niagara system for updating color) for the emissive color
Added some voxel subsurface material instances for the dirt, fire, grass, path, smoke, stone, and vine for use when blocking out levels (and maybe in the future when building levels in UE editor)
Updated diorama test scene to be at dusk for softer lighting and to show off particle effects and highlights more
Motivation and Context
Related to #37 we needed to start adding particle effects to the world to start building up some systems for use. This PR adds campfire (smoke + particles) using cube meshes (voxels) with new material instances for control and configuration from niagara particle system.
Description
Motivation and Context
Related to #37 we needed to start adding particle effects to the world to start building up some systems for use. This PR adds campfire (smoke + particles) using cube meshes (voxels) with new material instances for control and configuration from niagara particle system.
How has this been tested?
Playing the diorama test scene in the editor.
Screenshots (if appropriate):
https://github.com/Well-known-Game-Studio/wot_a_good_game/assets/213467/c9f67720-5e71-427f-ab49-2776499a3105
Types of changes
Checklist:
Software
.github/workflows/build.yml
file to add my new test to the automated cloud build github action.