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* add 2d voronoi noiseyum2026-04-12
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* aperiodic: let user specify colors, add normalsyum2026-04-10
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* aperiodic: finish near verbatim portyum2026-04-10
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* add matcap albedo clamp toggleyum2026-04-10
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* c31: Start sketching tangent space raymarcheryum2026-04-05
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* Add glitter mask & glitter base roughness overrideyum2026-04-01
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* Begin work on triplanar projection featureyum2026-03-31
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* Put maintex burley tiling into optional branch; add optional rotation featureyum2026-03-31
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* Add burley tiling AO; make LUTS gradient editableyum2026-03-30
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* Add heightmaps to burley tilingyum2026-03-30
| | | | | Also add --homo flag to gaussianize. This "homogenizes" the input by removing low frequency energy from the DFT of the image luma.
* Add tangent space normal debug view; rename gaussianize.pyyum2026-03-30
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* Roughly integrate glitter into brdfyum2026-03-29
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* Add more channels to burley tilingyum2026-03-28
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* Begin work on Burley's per-pixel histogram preserving blendingyum2026-03-28
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* Put ssfd shadow effect behind static branchyum2026-03-26
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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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* 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.
* Begin work on cloth (again)yum2026-03-16
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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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