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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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* Fix some filamented inconsistenciesyum2025-06-13
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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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* Add features to fogyum2025-06-04
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* Add spatiotemporal dithering to fogyum2025-06-03
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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 vrc light volumes, double decal slotsyum2025-05-26
| | | | Light volumes: https://github.com/REDSIM/VRCLightVolumes
* 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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* 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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* 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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* 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.
* 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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* fix matcap/rl mask tilingyum2025-02-28
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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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* 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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