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* Tweak brdf IBLyum2026-02-17
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* Add anisotropic reflectionsyum2026-01-24
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* Remove worldPos interpolatoryum2026-01-24
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* begin work on light volume strength featureyum2025-12-06
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* spotlight, clearcoat bugfixes; and add third matcapyum2025-11-09
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* meowyum2025-11-07
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* buncha shityum2025-07-30
| | | | | | | | | | - 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
* Add "gradient xz normals" featureyum2025-07-29
| | | | | Take in the gradient of a 2D heightmap (y is up) in one or more channels, sum them up, then convert to normal.
* add wrapped spherical harmonicsyum2025-06-30
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* Simplify wrapped lighting function, fix how NoL is used in brdfyum2025-06-30
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* more brdf tweaks - mainly fix how reflectance is handledyum2025-06-30
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* more filamented tweaksyum2025-06-23
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* brdf tweaksyum2025-06-15
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* Touch up shadowsyum2025-06-15
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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 workyum2025-06-11
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* fix ssaoyum2025-06-04
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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.
* Fix how outlines work with shatterwave & tessellation heightmapyum2025-03-26
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* add filament cloth brdfyum2025-03-06
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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 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 codeyum2025-02-11
Implement basic diffuse and specular BRDF based heavily on silent's filamented shader.