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* Convert fake origins code to tangent spaceyum2025-06-07
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* more work on fog & c30yum2025-06-05
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* More ssao and c30 cleanupsyum2025-06-04
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* Fix c30 normalsyum2025-06-04
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* fix ssaoyum2025-06-04
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* Add features to fogyum2025-06-04
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* Add spatiotemporal dithering to fogyum2025-06-03
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* Fix fog compilation breakyum2025-06-03
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* Continue work on fogyum2025-06-03
| | | | Fix screen uv calculation
* begin work on fogyum2025-06-03
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* Begin work on SSAO - very buggy!yum2025-06-03
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* Add depth prepass and more c30 stuffyum2025-06-03
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* Begin work on `custom30` worldyum2025-06-02
| | | | Add vertex colors
* Add vrc light volumes, double decal slotsyum2025-05-26
| | | | Light volumes: https://github.com/REDSIM/VRCLightVolumes
* Update how decal scale/offset is usedyum2025-05-16
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* Double unigram letter grid blocks againyum2025-05-09
| | | | | | | | Also: - move fudge factor into shader. More reliable for tokens close to 255. - optimize how we mark the cbuffer params dirty by using fused mul-add instructions
* Begin work on unigram letter gridyum2025-05-04
| | | | | Basic idea is to use a sentencepiece unigram tokenizer to compress text over the wire. GPU decodes tokens with a LUT.
* add 2 more uv channelsyum2025-04-18
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* add rough ability to nudge tessellation heightmap directionyum2025-04-11
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* Fix backface normals, fix depth writing precision issuesyum2025-04-08
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* Overhaul wrapped lightingyum2025-03-31
| | | | | | | | | | Now: * k=0 -> lambertian * k=0.5 -> half lambertian * k=1.0 -> flat All three points should be energy conserving, but I haven't done the actual analysis yet.
* Add basic audiolink to vertex domain warpingyum2025-03-29
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* Use 3d textures for vertex domain warpingyum2025-03-27
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* Finish adding tessellation; add 4 channels to shatterwaveyum2025-03-26
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* Continue work on tessellationyum2025-03-25
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* Add spherize featureyum2025-03-25
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* Begin sketching out tessellation featureyum2025-03-25
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* Add shatter wave gimmickyum2025-03-25
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* Add letter grid gimmickyum2025-03-25
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* Add false color visualizeryum2025-03-20
| | | | | | Based on Sotalo's Furality talk - I wanted a way to visualize when my albedo is outside the recommended [0.025, 90]% brightness range. This feature does that. Dark is rendered red, bright is rendered blue.
* converting decals to static branchingyum2025-03-17
| | | | | and add a shit ton of features and add 3 more slots, for a total of 4
* begin sketching out harnack traceryum2025-03-15
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* sketch out faceme featureyum2025-03-08
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* add dynamic outline toggleyum2025-02-28
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* Add detail mapsyum2025-02-27
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* matcaps/rim lighting can now affect lighting in addition to albedoyum2025-02-26
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* Add glitter and more masked stencil channelsyum2025-02-26
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* Add focal length multiplieryum2025-02-24
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* Extra stencil color pass behaves as base pass when disabled and not lockedyum2025-02-24
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* fix extra stencil pass on transparent (cutout) materialsyum2025-02-24
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* begin work on stencil+pass-based eye clippingyum2025-02-23
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* add ssfdyum2025-02-22
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* add eye shaderyum2025-02-20
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* Add emission, fine-tune quantized specularyum2025-02-20
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* Add vertex domain warping gimmickyum2025-02-19
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* Add matcaps and rim lightingyum2025-02-18
| | | | | | | | | | * Add min brightness * MainTex and BumpMap can be independently tiled * Fix outlines * Remove lightDirTS (unused) * Normalize i.normal in pixel shader * Elide unused AO when locked * Wrap lines at 80 columns
* fix normal bugs, add normal shadowingyum2025-02-12
| | | | going to remove normal shadowing, it's not worth the complexity
* Add a bunch of featuresyum2025-02-12
| | | | | | | | | | | | | | | | | | * stereo instancing * outlines * shadows (casting & receiving) * unity fog * blend modes * wrapped lighting (generalized half lambertian) * diffuse & specular have independent knobs Also: * fix bug where shadow caster wouldn't clip in cutout mode. * remove a bunch of unused params * use ifex to minimize size of locked materials (more to be done probably) * improve formatting
* Add codeyum2025-02-11
Implement basic diffuse and specular BRDF based heavily on silent's filamented shader.