v.2.5.3
Added Gaussian Light Tree to be used instead of the standard Light BVH from PBRT 4
Added toggle to toggle between the Gaussian Tree and the Light BVH(Gaussian Tree performs worse but has better quality, especially on non-mirror metallic surfaces)
Added EON diffuse model
Added support for Vertex Colors
Added an SDF slicer(mostly for Yanus). Access it at TrueTrace -> Resources -> Utility -> TTSDFs
Added basic bilinear upscaling option
Added primary background tint, tint strength, and primary background contrast for background/ray miss
Moved to compressed UV's for triangles
Re-added "Is Background" material flag
Added per-material toggle for Vertex Colors
NEE can now contribute(minorly) to rougher glass
Small modification to how refraction/absorption is handled
Added double-buffering for Gaussian Tree/Light BVH so that moving objects that contain emissive triangles dont screw with ASVGF(may impact performance, let me know if it does...)
Gave the same memory optimization(basically converting everything to nativearrays and pointers) treatment I do for the standard BVH's to the Light BVH
Added secondary/detail normal map with its own scale, offset, strength, and blending material parameters
UI:
Added ability to toggle some of the GlobalDefines directly from the CPU(go to TrueTrace settings -> Functionality Settings), so you dont have to modify the code file directly for most things
Small UI modifications, added most of the limiters to value fields
Added automatic disabling of toggles that should NOT be modified during play mode
Added basic folder system to material presets
Upscaling foldout disappears when resolution ratio is 1
Bug fixes:
Fixed turntable image saving
Fixed high resolution screenshots using panoramadoer(it doesnt only do panoramas...)
Fixed bug where materials wouldnt save properly
Fixed bug where loading presets would only load material parameters of the dropdowns that were open
Fixed occasionally exploding glass
Fixed spotlights with shadow softness != 0 being sampled badly
Fixed pointlights, spotlights, and area lights having different intensities than their mesh counterparts(aka, area light of same area and intensity as an emissive quad will now look the exact same in output. Pointlights and spotlights now look the exact same as an emissive sphere)
Fixed instances breaking with unity terrain