| Commit message (Collapse) | Author | Age |
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* remove unused variables, functions, keywords
* rename fixedN to floatN
* move min/max raymarch distance to top of ray_march.cginc
* fix frame emission
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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.
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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.
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Regression created while optimizing shader. Performance still around 730
microseconds on my computer with this change.
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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.
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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.
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Not yet done:
* Animator toggle
* OSC integration
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The chatbox background would not completely disappear at _Emerge = 0, so
two dots would show up when the chatbox spawns.
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Performance impact remains to be seen.
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Remove unused code & cruft. Ray marcher now updates i.worldPos before
executing PBR shading, which fixes some artifacts.
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No UVs for raymarched geometry yet, so drop textures. Also drop most
old shader settings.
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Looks more like a comic-style speech bubble now.
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* Fix mirror behavior for ray-marched chatbox
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* 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.
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