| Commit message (Collapse) | Author | Age |
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Still a WIP, kinda looks like shit
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See prefab. Given a 10m square of grass, this repeats it in a 4x4 grid
and applies a sway animation to it using a height map.
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Scaled clones need to be manually offset so their feet are located at
the
ground. Add a float and a toggle for this (_Clone_Av_Height_Fix).
Add ability to rotate clones along with the avatar, which is desirable
in some
situations.
Add 1/100 scale dx parameter, useful for fine-tuning position in game.
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See README.md.
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Recompute normals after generating the deformed mesh. Unfortunately,
significant anti-aliasing is required to get the generated normals to
look smooth in motion.
* Enable backface culling.
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It used to just displace along world-space Z axis. Now it can be used
with any convex mesh, like planes or spheres. Concave meshes can work
with small displacements.
* Add mask to be used with UV-spheres.
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See README.md.
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Add texture slots for iridescence using a shaderamp and a normal map,
and an offset parameter to control whether iridescence is most visible
from the side (0.0) or head on (0.5).
Include two sample textures to use with the effect.
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Fixes a minor visual bug when looking at a plane up close.
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Switch to unlit shading when roughness == 1.0.
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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.
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