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path: root/yum_lighting.cginc
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* Add anisotropic reflectionsyum2026-01-24
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* Remove worldPos interpolatoryum2026-01-24
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* Push eyeVec into fragmentyum2026-01-20
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* Introduce f2f, general purpose shared container for fragment shaderyum2026-01-20
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* Add fur shader, and begin slimming interpolatorsyum2026-01-20
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* shadows now use pbr normal; reparameterize tesellation falloffyum2026-01-19
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* begin work on light volume strength featureyum2025-12-06
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* add basic shadows feature, a la liltoonyum2025-12-01
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* spotlight, clearcoat bugfixes; and add third matcapyum2025-11-09
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* fuckyum2025-08-13
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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 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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* Add oklab color clamp & fix light volumes shadingyum2025-06-30
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* more filamented tweaksyum2025-06-23
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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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* Touch up shadowsyum2025-06-15
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* add pixel padding to blender pluginyum2025-06-15
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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 workyum2025-06-13
| | | | | Add ability to select hidden faces, and begin work on smart UV projection algo
* Begin work on SSAO - very buggy!yum2025-06-03
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* Add vrc light volumes, double decal slotsyum2025-05-26
| | | | Light volumes: https://github.com/REDSIM/VRCLightVolumes
* 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 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.
* Simplify spherical harmonicsyum2025-03-14
| | | | | | Implement standard SH9 as a learning exercise. Drop poi's fancy SH9 code. Realize that we just want diffuse and lock everything else away behind a ui-inaccessible #define.
* fallback cubemap origin is now fixedyum2025-03-08
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* Add fallback cubemap featureyum2025-03-07
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* add brightness controlyum2025-02-27
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* matcaps/rim lighting can now affect lighting in addition to albedoyum2025-02-26
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* add ltcgi, alpha multiplieryum2025-02-23
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* Add emission, fine-tune quantized specularyum2025-02-20
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* Add specular quantizationyum2025-02-20
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* Add ability to quantize NoLyum2025-02-20
| | | | Also add 2 more rim lighting slots
* 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 codeyum2025-02-11
Implement basic diffuse and specular BRDF based heavily on silent's filamented shader.