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* Glitter: hardcode n=1 neighborsyum2026-03-30
* Glitter: parameterize neighbor loop iterationsyum2026-03-30
* Glitter: move back to dominant direction for IBLyum2026-03-30
* Glitter: use micro normal for IBLyum2026-03-30
* Refactor & credit glitteryum2026-03-29
* Roughly integrate glitter into brdfyum2026-03-29
* Add more channels to burley tilingyum2026-03-28
* Finish implementing burley per-channel histogram preserving blending operatoryum2026-03-28
* Begin work on Burley's per-pixel histogram preserving blendingyum2026-03-28
* Put ssfd shadow effect behind static branchyum2026-03-26
* Encapsulate ssfd and letter grid inside pbr.cgincyum2026-03-24
* Port ssfd feature from 2neryum2026-03-24
* Add letter grid animationyum2026-03-24
* Pull in letter grid gimmick from 2neryum2026-03-24
* Add faster 3-in 1-out hasher for domain warpingyum2026-03-17
* Begin work on cloth (again)yum2026-03-16
* Move marble over to procedural noiseyum2026-03-16
* Add kintsugi domain warpingyum2026-03-16
* Add "kintsugi" effect - 3D voronoi boundary compositingyum2026-03-15
* Finish marble reworkyum2026-03-15
* Begin overhauling marbleyum2026-03-15
* Add normal map to clearcoatyum2026-03-11
* Update specular occlusion; always runs nowyum2026-03-11
* Add metallic gloss sliders to decalsyum2026-03-08
* Add normal map to decalsyum2026-03-07
* Add sdf mode to decalsyum2026-03-07
* Add 4 more decal slotsyum2026-03-06
* Switch from #ifdef to uniform branches for decalsyum2026-03-06
* Add three more decal slotsyum2026-03-06
* Add metallic gloss to decalsyum2026-03-02
* More decal featuresyum2026-03-02
* Add decal slotyum2026-03-01
* Add emissions, remove impostor codeyum2026-02-26
* Add second matcap slotyum2026-02-25
* Plumb matcaps & rim lightingyum2026-02-25
* Add shadowsyum2026-02-24
* Add outline passyum2026-02-24
* Implement wrapped lighting (direct & IBL diffuse)yum2026-02-24
* Add brightness clamp, update vrc light volumesyum2026-02-24
* Plumb bent normalsyum2026-02-23
* Add ambient occlusion & normal filteringyum2026-02-23
* Drop cloth for nowyum2026-02-23
* Add instancing distance culling, scale deformationyum2026-02-16
* Grass: add crude instancing codeyum2026-01-18
* Impostors: combine metallic gloss & depth atlasesyum2026-01-18
* Impostors: begin optimization workyum2026-01-18
* Impostors: continue work on depthyum2026-01-17
* Impostors: add parallax correctionyum2026-01-15
* Impostors: integrate into 3neryum2026-01-14
* Implement distance-based culling for instancesyum2026-01-11