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* buncha shityum2025-07-30
| | | | | | | | | | - overhaul gradient normals to take a (dFy/dx, dFy/dz) input, and optionally two more: (dFx/dx, dFx/dz) and (dFz/dx, dFz/z) - this is what fft water needs - put YumPbr into data.cginc - fix tessellation compiler errors - remove tessellation frustum culling, seems to have been buggy - remove not impactful brdf code
* Add "gradient xz normals" featureyum2025-07-29
| | | | | Take in the gradient of a 2D heightmap (y is up) in one or more channels, sum them up, then convert to normal.
* add 4 tessellation heightmap channelsyum2025-07-29
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* more brdf tweaks - mainly fix how reflectance is handledyum2025-06-30
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* Add oklab color clamp & fix light volumes shadingyum2025-06-30
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* Add decal emissions & proximity emissions featureyum2025-06-24
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* ssao now applies to basecolor instead of lightingyum2025-06-23
| | | | | also add toggle to consider l1 spherical harmonics. off by default for toon look.
* add support for bakery normal mapsyum2025-06-23
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* add grayscale lightmap toggleyum2025-06-22
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* add oklch correction & decal mult modeyum2025-06-22
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* work on fog & custom30 stuffyum2025-06-20
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* Add meta pass, limit fog to forward base, add fog dir/indir knobsyum2025-06-14
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* Update fog - better physical accuracyyum2025-06-13
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* Add lightmap occlusion term to specular AOyum2025-06-13
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* More optional passes get discarded when not lockedyum2025-06-13
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* More c30 workyum2025-06-13
| | | | | Add ability to select hidden faces, and begin work on smart UV projection algo
* more c30 workyum2025-06-11
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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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* 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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* clean up some broken lockingyum2025-06-03
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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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* More c30 workyum2025-06-03
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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
* 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
* Double number of blocks in unigram letter gridyum2025-05-09
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* unigram letter grid bugfixesyum2025-05-09
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* Checkpoint - unigram decoding approximately worksyum2025-05-04
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* 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 domain warping to decalsyum2025-05-04
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* add cmyk warping planes gimmick to decalsyum2025-04-24
| | | | | renders the decal 4 times one planes, and applies domain warping to each plane. Requires a 4-channel (RGBA) noise texture.
* Add 3d sdf featureyum2025-04-18
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* 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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* Add static flag to limit fallback cubemap to metallicyum2025-04-08
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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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* Optimize tessellation code - vectorizing and frustrum cullingyum2025-03-29
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* vectorize shatterwave audiolinkyum2025-03-28
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* Add time controls to shatterwave chronotensity featureyum2025-03-28
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* add rotation to shatterwaveyum2025-03-28
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* begin audiolinking shatterwaveyum2025-03-28
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* Use 3d textures for vertex domain warpingyum2025-03-27
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