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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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* add shader inlineryum2025-03-28
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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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* Fix how outlines work with shatterwave & tessellation heightmapyum2025-03-26
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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.
* finish converting decals to static branching with shitty hacksyum2025-03-17
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* 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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* Simplify spherical harmonicsyum2025-03-14
| | | | | | Implement standard SH9 as a learning exercise. Drop poi's fancy SH9 code. Realize that we just want diffuse and lock everything else away behind a ui-inaccessible #define.
* Fix faceme gimmickyum2025-03-10
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* sketch out faceme featureyum2025-03-08
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* fallback cubemap origin is now fixedyum2025-03-08
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* Add fallback cubemap featureyum2025-03-07
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* add filament cloth brdfyum2025-03-06
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* Add basic decal systemyum2025-03-06
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* add second matcap slotyum2025-02-28
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* fix matcap/rl mask tilingyum2025-02-28
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* bugfix: metallics now have tintyum2025-02-28
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* update test sceneyum2025-02-28
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* add basic clearcoat lobeyum2025-02-28
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* add dynamic outline toggleyum2025-02-28
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* add brightness controlyum2025-02-27
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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 UV domain warpingyum2025-02-23
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* add ltcgi, alpha multiplieryum2025-02-23
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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 metallic+gloss mapyum2025-02-20
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* Add specular quantizationyum2025-02-20
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* Add matcap quantizationyum2025-02-20
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