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* Add more debug viewsyum2026-03-16
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* Add kintsugi domain warpingyum2026-03-16
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* Add "kintsugi" effect - 3D voronoi boundary compositingyum2026-03-15
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* Finish marble reworkyum2026-03-15
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* Add normal map to clearcoatyum2026-03-11
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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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* 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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* Add emissions, remove impostor codeyum2026-02-26
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* Add second matcap slotyum2026-02-25
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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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* Grass: add crude instancing codeyum2026-01-18
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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: 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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* 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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* 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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* begin work on "un-tube" featureyum2025-12-06
| | | | essentially the inverse of the sheet -> tube transform.
* 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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* 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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* meowyum2025-11-01
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* begin sketching out "undeform" codepathyum2025-10-31
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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.
* add fbm deformation effectyum2025-10-18
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