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* Add anisotropic reflectionsyum2026-01-24
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* Remove worldPos interpolatoryum2026-01-24
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* Fur: add domain warpingyum2026-01-21
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* Fix meta pass erroryum2026-01-20
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* Fur: add depth-based aoyum2026-01-20
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* Push eyeVec into fragmentyum2026-01-20
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* Add fur shader, and begin slimming interpolatorsyum2026-01-20
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* add glitter uv channelyum2025-12-03
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* clamp aoyum2025-12-01
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* meowyum2025-11-07
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* ocean wave workyum2025-08-01
| | | | | | | - add sea foam feature, which takes horizontal displacement derivatives and calculates folding areas (with a bias) using the Tessendorf Jacobian method. - add "isInViewFrustum" method to tessellation
* add more gradient normals channelsyum2025-07-31
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* consolidate XZ displacement normal mathyum2025-07-30
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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.
* 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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* Add decal emissions & proximity emissions featureyum2025-06-24
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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 oklch correction & decal mult modeyum2025-06-22
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* fix ssaoyum2025-06-04
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* Begin work on SSAO - very buggy!yum2025-06-03
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* add domain warping to decalsyum2025-05-04
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* tweak how decal rotation worksyum2025-04-23
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* Add 3d sdf featureyum2025-04-18
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* Add letter grid gimmickyum2025-03-25
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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
* Add basic decal systemyum2025-03-06
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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 UV domain warpingyum2025-02-23
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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 metallic+gloss mapyum2025-02-20
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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
* 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.