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<title>SoggyShaders.git/.gitignore, branch master</title>
<subtitle>Old Unity shaders.</subtitle>
<id>https://git.yummers.dev/SoggyShaders.git/atom?h=master</id>
<link rel='self' href='https://git.yummers.dev/SoggyShaders.git/atom?h=master'/>
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<updated>2023-11-20T01:55:22+00:00</updated>
<entry>
<title>Check in cloud shader</title>
<updated>2023-11-20T01:55:22+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-11-20T01:55:22+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/SoggyShaders.git/commit/?id=8427cb479e6ea389e92bac7f9bc73294038059d4'/>
<id>urn:sha1:8427cb479e6ea389e92bac7f9bc73294038059d4</id>
<content type='text'>
Still a WIP, kinda looks like shit
</content>
</entry>
<entry>
<title>Update parallax shader defaults</title>
<updated>2023-04-10T07:33:11+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-04-10T07:33:11+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/SoggyShaders.git/commit/?id=9b92208015b07a7bfd0bdf42482985ebae1f17a2'/>
<id>urn:sha1:9b92208015b07a7bfd0bdf42482985ebae1f17a2</id>
<content type='text'>
Fixes a minor visual bug when looking at a plane up close.
</content>
</entry>
<entry>
<title>Add parallax shader</title>
<updated>2023-04-10T01:20:15+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2023-04-10T00:30:30+00:00</published>
<link rel='alternate' type='text/html' href='https://git.yummers.dev/SoggyShaders.git/commit/?id=40f81f1dcd4a3055244c17b08f707a04b30c82a4'/>
<id>urn:sha1:40f81f1dcd4a3055244c17b08f707a04b30c82a4</id>
<content type='text'>
Add a "simple" parallax shader based on raymarching. Features:

* Three parallax planes.
* Each plane can be textured with PBR textures.
  * Base color with alpha, normal, roughness, and metallic are
    implemented.
* Each plane has these configurable properties:
  * Depth. Higher values create stronger parallax.
  * X and Y scale.
  * Emission strength.
</content>
</entry>
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