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<title>Tooner.git/trochoid_math.cginc, branch master</title>
<subtitle>A toon shader for Unity's BIRP.</subtitle>
<id>https://git.yummers.dev/Tooner.git/atom?h=master</id>
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<updated>2025-01-21T02:20:30+00:00</updated>
<entry>
<title>Add UV domain warping, box discard gimmicks</title>
<updated>2025-01-21T02:20:30+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-01-21T02:20:30+00:00</published>
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<id>urn:sha1:b679eb398edb5f6ea0ba04860c02f7107a49dd58</id>
<content type='text'>
Also:

* optimize the ds2 terrain gimmick (ds2_11)
* use golden ratio + blue noise on marched fog
* add second sun to analytic fog
* fix gcd() implementation
* add faster rand2() implementation
</content>
</entry>
<entry>
<title>Add terrain gimmick (ds2_11) and analytic fog (fog01)</title>
<updated>2025-01-19T21:25:52+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-01-19T21:25:52+00:00</published>
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<id>urn:sha1:ffc4bb2c80582cd81aa801bff9c274d833076ae6</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Use quad intrinsics to compute trochoid normals</title>
<updated>2025-01-17T09:13:49+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-01-17T09:13:49+00:00</published>
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<id>urn:sha1:bee103e89fc83030bfc0251db5a78bb153042e1f</id>
<content type='text'>
Simple algo. Use quad intrinsics to get neighboring pixels' (x &amp; y)
positions in trochoid space. Compute tangent and bitangent from that.
Then normal as cross product. There's some artifacting on diagonal
boundaries.
</content>
</entry>
<entry>
<title>Continue fucking with trochoid normals</title>
<updated>2025-01-17T02:43:29+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-01-17T02:43:29+00:00</published>
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<id>urn:sha1:b28359aefb16151c7c835dadfe27b969ea8fe702</id>
<content type='text'>
Seems like the determinant of the jacobian is ~0, meaning it's not
invertible. That means the normals look fucked up.
</content>
</entry>
<entry>
<title>im going to kill myself</title>
<updated>2025-01-15T05:01:28+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2025-01-15T05:01:26+00:00</published>
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<id>urn:sha1:333562544ef1b71a7a4d7ce1ece533bef98ce0da</id>
<content type='text'>
attempt to fix hypotrochoid normals

key insight is that multiplying normal by transpose(invert(jacobian)) of
transform should work, but it fucking doesn't
</content>
</entry>
<entry>
<title>Add gerstner water gimmick</title>
<updated>2024-10-23T07:32:44+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2024-10-23T07:32:44+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Add shader inlining tooling</title>
<updated>2024-09-19T06:24:49+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2024-09-19T06:24:49+00:00</published>
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<id>urn:sha1:b904835dc91db76627ecb08636cd5c339a07a1df</id>
<content type='text'>
This should solve the issue of Unity failing to fully recompile my
fucking shader.
</content>
</entry>
<entry>
<title>Integration pixellation and trochoid shaders</title>
<updated>2024-07-13T23:33:25+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2024-07-13T23:33:25+00:00</published>
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<content type='text'>
Trochoid is a WIP. Need to do some magic to make it properly shear. In
short: it's currently implemented as a standalone Mesh Renderer object
which I place on my avatar's neck bone. Since its object origin is not
at the hip bone like everything else, it behaves weirdly when shearing.

Solution is to implement it as a regular skinned mesh renderer. Requires
some careful analysis to get right.
</content>
</entry>
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