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* Delete unused filesv1.0.0-beta00yum2025-07-23
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* Various shader cleanupyum2023-08-21
| | | | | | | * remove unused variables, functions, keywords * rename fixedN to floatN * move min/max raymarch distance to top of ray_march.cginc * fix frame emission
* Workaround: use STT mesh to write depth bufferyum2023-08-12
| | | | | | There's some bug around using the raymarched world position to write the depth buffer. I wasn't able to find it quickly, so for now, use the original world position to write the depth buffer.
* Improve numerical stability in raymarcheryum2023-08-12
| | | | | | | | | | | | Increase units by a factor of 100 to avoid running into numerical instability on 32-bit floats. This comes at zero measured performance cost. This makes a visible difference in quality. Other minor changes: * Raymarching loop tries to get up to 4x closer than MINIMUM_HIT_DISTANCE before bailing out. This comes at no measured performance cost. * Convert `fixed` types to `float` in STT_text.cginc.
* Bugfix: Shader no shows text mirroredyum2023-08-12
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* Bugfix: ellipsis waits for boardyum2023-08-12
| | | | | Regression created while optimizing shader. Performance still around 730 microseconds on my computer with this change.
* Optimize skew-pyramid frame SDFyum2023-08-12
| | | | | Use symmetry to reduce # of distance calculations by 50%. Because the pyramid can be skewed, we can't reduce this by another factor of 2.
* Small raymarching optimizationsyum2023-08-11
| | | | | | | | | | | | Using PIX to quantify changes, reduce raymarcher runtime from ~1.0 ms to ~850 us. In order of impact: * Tighten raymarch min/max distances * Make `in_mirror` check truly branchless * Gate ellipsis animation with non-divergent if statement Everything else is < 10 microseconds of improvement.
* Add animated ellipsis to shaderyum2023-08-11
| | | | | | | Not yet done: * Animator toggle * OSC integration
* Remove extraneous dot when chatbox spawnsyum2023-08-10
| | | | | The chatbox background would not completely disappear at _Emerge = 0, so two dots would show up when the chatbox spawns.
* Bump up ray marching stepsyum2023-08-10
| | | | Performance impact remains to be seen.
* Clean up pbr.cgincyum2023-08-10
| | | | | Remove unused code & cruft. Ray marcher now updates i.worldPos before executing PBR shading, which fixes some artifacts.
* Add basic PBR parameters to new shaderyum2023-08-10
| | | | | No UVs for raymarched geometry yet, so drop textures. Also drop most old shader settings.
* Add skew pyramid to bottom of ray-marched chatboxyum2023-08-10
| | | | Looks more like a comic-style speech bubble now.
* Add show/hide animation for ray-marched custom chatboxyum2023-08-10
| | | | * Fix mirror behavior for ray-marched chatbox
* Begin work on show/hide animationsyum2023-08-10
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* Add ray-marched custom chatboxyum2023-08-09
* Refactor shader code to make development easier. Templates are now as small as possible. * Update scaling code. Use Unity scaling instead of a blendshape. * Check in a fuckton of shader FOSS. Mostly unused. * Update TaSTT.fbx. Now has 6 faces instead of 2.