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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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* Touch up shadowsyum2025-06-15
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* Update fog - better physical accuracyyum2025-06-13
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* More optional passes get discarded when not lockedyum2025-06-13
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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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* Add features to fogyum2025-06-04
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* Add spatiotemporal dithering to fogyum2025-06-03
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* 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
* 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 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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* Add basic audiolink to vertex domain warpingyum2025-03-29
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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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* 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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* sketch out faceme featureyum2025-03-08
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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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* add basic clearcoat lobeyum2025-02-28
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* add brightness controlyum2025-02-27
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* Add detail mapsyum2025-02-27
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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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* Add UV domain warpingyum2025-02-23
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* add ltcgi, alpha multiplieryum2025-02-23
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