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* Check in cloud shaderHEADmasteryum2023-11-19
| | | | Still a WIP, kinda looks like shit
* Delete far-away grass in geometry shaderyum2023-11-19
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* Add cheap AO to grass shaderyum2023-11-19
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* Check in .meta filesyum2023-11-18
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* Update READMEyum2023-11-18
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* Add grass shaderyum2023-11-18
| | | | | 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.
* Add scaling to avatar cloning shaderyum2023-04-15
| | | | | | | | | | | | 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.
* Add avatar cloning shaderyum2023-04-14
| | | | See README.md.
* Fix normal calculation in displacement shaderyum2023-04-14
| | | | | | | | 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.
* Displacement shader displaces along normalyum2023-04-13
| | | | | | | | 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.
* Add displacement shaderyum2023-04-13
| | | | See README.md.
* Add iridescence to parallax shaderyum2023-04-11
| | | | | | | | 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.
* Update parallax shader defaultsyum2023-04-10
| | | | Fixes a minor visual bug when looking at a plane up close.
* Fix cubemap glare on rough materialsyum2023-04-09
| | | | Switch to unlit shading when roughness == 1.0.
* Add parallax shaderyum2023-04-09
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.