Fixed a bug where loading a VAMSVFX plugin with an empty field would crash the assetbundle process and prevent any plugin relying on assetbundles to function, start or initialize properly
VAMStoryVFX
Automatically enabled depth texture in options to avoid incorrect rendering of fancy VFXs
Improved "WIP" version of the water planes. New options and settings, new "transparency distance fade" system.
Fixed the water rendering which had artifacts due to its original transparency mode
Fixed several bugs on the callback system that was meant to default the values either at first use or when changing VFX
Notes
Added a new Ocean VFX and a new experimental FOG VFX. Expect potential changes in the future changes (even tho I will try to ensure there is no major break of legacy content if any critical change would occur).
Ocean VFX are divided in two plane sizes to fit small and big scenes. Know that even tho it's called "ocean", tweaking it a lot allows to create pools or calm lakes and so on...
Added texture format to the options of animated cookies, 32 and 64 bits. ( you can now use them with very high intensities/overexposed lights and keep smooth gradients without banding )
Fixed a bug where UI was not clearing properly
More info for animated cookies texture format:
Texture format does not seem to have a massive overhead on the scene but it requires twice as much memory
For a 4096 cookie, a 64bits will require 128mb of memory, I would recommend to keep a 1024@64bits for any realtime VR scene with gameplay. For virtual photography, feel free to go nuts.
This below is a before and after with the new texture format on a max intensity spotlight:
Just like in the first release, new cookies for your spotlights, but this time... animated!
This update feature caustics, noises and a scanner like thingy for scifi or cyberpunk scenes!... new fancier/weirder variations will probably come in the future. More information/help in the release documentation.