| Commit message (Collapse) | Author | Age |
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- add sea foam feature, which takes horizontal displacement derivatives
and calculates folding areas (with a bias) using the Tessendorf
Jacobian method.
- add "isInViewFrustum" method to tessellation
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- 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
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Take in the gradient of a 2D heightmap (y is up) in one or more channels, sum
them up, then convert to normal.
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also add toggle to consider l1 spherical harmonics. off by default for
toon look.
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