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* zebra: pull in phacelle noiseHEADmasteryum2026-04-13
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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 uv channel to glitteryum2026-04-10
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* c31: continue work on hex ray marcheryum2026-04-06
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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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* Parameterize glitter angular neighbors visited & filter sizeyum2026-03-31
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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.
* Glitter: hardcode n=1 neighborsyum2026-03-30
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* Glitter: parameterize neighbor loop iterationsyum2026-03-30
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* Glitter: move back to dominant direction for IBLyum2026-03-30
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* Glitter: use micro normal for IBLyum2026-03-30
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* Refactor & credit glitteryum2026-03-29
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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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* Finish implementing burley per-channel histogram preserving blending operatoryum2026-03-28
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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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* 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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* 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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* Move marble over to procedural noiseyum2026-03-16
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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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* 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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* Add metallic gloss sliders to decalsyum2026-03-08
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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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* 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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