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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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* Add ability to quantize NoLyum2025-02-20
| | | | Also add 2 more rim lighting slots
* Add directionality and quantization to rim lightingyum2025-02-20
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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
* Remove normal shadowing featureyum2025-02-12
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* 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 licenseyum2025-02-11
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* Add codeyum2025-02-11
| | | | | Implement basic diffuse and specular BRDF based heavily on silent's filamented shader.
* Add READMEyum2025-02-10