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* Try to avoid NaN in dominant direction calculationyum2026-03-24
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* Refactor ssdf and matcaps/rl into "late pbr" stage; implement ssdf shadowsyum2026-03-24
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* Encapsulate ssfd and letter grid inside pbr.cgincyum2026-03-24
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* Port ssfd feature from 2neryum2026-03-24
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* Add letter grid animationyum2026-03-24
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* Pull in letter grid gimmick from 2neryum2026-03-24
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* Tweaks - do premultiplied alpha, add a [branch], adjust slider limitsyum2026-03-23
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* Clean up marble codeyum2026-03-17
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* Add faster 3-in 1-out hasher for domain warpingyum2026-03-17
| | | | Goes from ~1.7 ms/frame to ~1.1 ms/frame in 10-octave microbenchmark.
* Brightness clamp affects clearcoat nowyum2026-03-16
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* Restore spec aoyum2026-03-16
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* Begin work on cloth (again)yum2026-03-16
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* Miscyum2026-03-16
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* Move marble over to procedural noiseyum2026-03-16
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* More flashing adjustmentsyum2026-03-16
| | | | IBL specular looks sharper up close now.
* Fix normal filtering, which fixes both IBL and direct lighting flashingyum2026-03-16
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* Add (cheap) hacks to minimize flashy specular highlightsyum2026-03-16
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* Add more debug viewsyum2026-03-16
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* Further improve tessellation shadowsyum2026-03-16
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* Fix tessellation shadows, and potential lighting NaNsyum2026-03-16
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* Add kintsugi domain warpingyum2026-03-16
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* Optimize noise bakeryum2026-03-15
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* Add "kintsugi" effect - 3D voronoi boundary compositingyum2026-03-15
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* Add noise texture generatoryum2026-03-15
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* Finish marble reworkyum2026-03-15
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* Begin overhauling marbleyum2026-03-15
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* Add normal map to clearcoatyum2026-03-11
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* Update specular occlusion; always runs nowyum2026-03-11
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* Fix clearcoat IBLyum2026-03-09
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* Add metallic gloss sliders to decalsyum2026-03-08
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* Add data.cginc - header for data containersyum2026-03-07
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* Add normal map to decalsyum2026-03-07
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* Add sdf mode to decalsyum2026-03-07
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* Decals: tweak rotation orderyum2026-03-07
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* Fix cutout renderingyum2026-03-06
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* Add 4 more decal slotsyum2026-03-06
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* Switch from #ifdef to uniform branches for decalsyum2026-03-06
| | | | | Makes code much smaller & simpler, and shader locker constant folding should make it just as efficient.
* Add three more decal slotsyum2026-03-06
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* Begin work on glitteryum2026-03-06
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* Delete old metallic glossyum2026-03-03
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* Fix reflection dir, matching filamentyum2026-03-03
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* Add energy compensation term; rough metals look right under direct lighting nowyum2026-03-03
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* Add metallic gloss to decalsyum2026-03-03
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* Add metallic gloss to decalsyum2026-03-02
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* More decal featuresyum2026-03-02
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* Add decal slotyum2026-03-01
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* Drop depth blit; used for impostors, now deletedyum2026-02-26
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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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