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* Add decal slotyum2026-03-01
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* Add emissions, remove impostor codeyum2026-02-26
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* Add second matcap slotyum2026-02-25
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* Fix matcap compiler bug & reorder UIyum2026-02-25
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* Plumb matcaps & rim lightingyum2026-02-25
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* Add shadowsyum2026-02-24
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* Add outline passyum2026-02-24
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* Implement wrapped lighting (direct & IBL diffuse)yum2026-02-24
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* Add brightness clamp, update vrc light volumesyum2026-02-24
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* Plumb bent normalsyum2026-02-23
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* Add ambient occlusion & normal filteringyum2026-02-23
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* Drop cloth for nowyum2026-02-23
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* Add instancing distance culling, scale deformationyum2026-02-16
| | | | | | | | | | | | * GPU instance distance culling now takes a min/max range * Fold recovers ops from material, allowing state to persist across editor restarts * Add scale node to vertex deformation framework * Remove fold presets - dumb LLM idea, unused * Drop more "undeform" code; unused, was for ray marching, which does not work well * Fix reflection energy compensation; was using cloth math, which makes things too bright
* Grass: add crude instancing codeyum2026-01-18
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* Impostors: combine metallic gloss & depth atlasesyum2026-01-18
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* Impostors: begin optimization workyum2026-01-18
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* Impostors: continue work on depthyum2026-01-17
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* Impostors: add parallax correctionyum2026-01-15
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* Impostors: integrate into 3neryum2026-01-14
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* Impostors: baker now records albedo, normal, gloss, and depthyum2026-01-14
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* Implement distance-based culling for instancesyum2026-01-11
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* Add parallax heightmappingyum2026-01-11
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* fix gpu instancingyum2026-01-09
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* Fold: implement dynamic branching in shaderyum2026-01-02
| | | | | | | | Switch from static branching approach using per-op data and fixed execution order to dynamic branching approach using dynamic data. This confers the main benefit of letting us dynamically reorder ops and duplicate them. It also lets us eliminate some of the plumbing tedium whenever we want to add new ops.
* more vertex deformation tweaks; unwrapping the donutyum2025-12-25
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* screw with operator orderingyum2025-12-18
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* add point align feature, aka inverse of axis alignyum2025-12-17
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* add "axis align" feature to fix distortion after unbending the tubeyum2025-12-17
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* wip, trying to unwrap the torusyum2025-12-16
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* more tube-plane simplificationsyum2025-12-15
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* rewrite dogshit ai code, make less assyum2025-12-14
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* shitty ai code, preparing to rewriteyum2025-12-14
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* begin plane_to_tube reworkyum2025-12-08
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* begin work on "un-tube" featureyum2025-12-06
| | | | essentially the inverse of the sheet -> tube transform.
* minor bugfixesyum2025-11-11
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* remove redundant scope from details feature uiyum2025-11-11
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* add detail map featureyum2025-11-11
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* add clearcoat maskyum2025-11-11
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* begin work on marching in vert/domain shaders (NOT WORKING)yum2025-11-04
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* add ray march instancing (copies) with row offsetsyum2025-11-04
| | | | | | instancing uses real evaluated copies of the mesh instead of domain repetition. useful for hiding artifacts as an alternative to quilez's corrective term, which generally converges more slowly.
* adjust ray marching loop structureyum2025-11-02
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* add hexagon sdfyum2025-11-02
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* add hex grid tilingyum2025-11-02
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* ballsyum2025-11-02
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* raymarching tweaks + add oversteppingyum2025-11-02
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* generalize norm conversion codeyum2025-11-02
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* add l2 -> l infinity norm deformationyum2025-11-01
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* some ray marchingyum2025-10-28
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* add machinery for multiple uv channelsyum2025-10-28
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* add logical time featureyum2025-10-28
| | | | | | | | the idea is that a remote piece of software s.a. TiXL sends in its logical time every once in a while. udon recovers it, interpolates and smooths it, and feeds it to the shader. Anything which is periodic on units of 1.0 "seconds" retains its periodicity under changes to the rate of passage of time.