summaryrefslogtreecommitdiffstats
Commit message (Collapse)AuthorAge
* Bugfixesyum2024-10-28
| | | | | | * rl polar mask now works without quantization * optimize_interpolators is now a local feature (no ui yet) * `audiolink chroma` feature causes audiolink to import
* Begin optimizing gerstner demoyum2024-10-26
|
* Update cloningyum2024-10-26
| | | | | Optimize cloning logic, and make each clone rotate independently of the others when the explosion effect is active.
* Add features for constant rim lighting view directionyum2024-10-25
| | | | | Add vector to control rim lighting view dir (y does nothing) and toggle to enable doing reflection calculation in world space.
* add water stuffyum2024-10-24
|
* Refine origin damping behavior, fix normals precisionyum2024-10-23
| | | | 1E-3 is much too coarse for normal calculation.
* Add gerstner water gimmickyum2024-10-23
|
* Begin work on aurora gimmickyum2024-10-17
|
* Add toggle for unity fogyum2024-10-17
|
* More fog golfingyum2024-10-15
|
* Clean up fog code before tensorizingyum2024-10-15
|
* Mitigate fog noise in desktop modeyum2024-10-15
|
* Fix fog time scalingyum2024-10-13
|
* Fog lod scales with densityyum2024-10-13
|
* Fix fog EV after exponentiatingyum2024-10-13
|
* Fog performance optimizationsyum2024-10-13
| | | | | | * Minimize transcendental ops * Minimize use of XU ops (e.g. rcp()) * Remove redundant terms (e.g. ao)
* Try 8x8x8 red only textureyum2024-10-12
|
* Begin performance profiling of fogyum2024-10-12
|
* Fog performance optimizationsyum2024-10-11
| | | | | | | | * Rename albedo cutoff to alpha cutoff * Add LODs for calculating fog density * Use 3D noise texture to speed up density calculation * Eliminate low impact octaves from density calculation * Add support for multiple emitters
* Rework step size / densityyum2024-10-09
| | | | | Step size is now derived from density. Step size is reimagined as a "quality" multiplier.
* Avatar bugfixesyum2024-10-09
|
* Add emitter texture to fogyum2024-10-09
|
* Add fog parameters; add Unity fog to fwd/add passesyum2024-10-08
|
* Add fog gimmickyum2024-10-07
|
* Fix center eye toggle in rim lightingyum2024-10-07
| | | | Also add bayer dithering logic (not used yet).
* Fix SSRyum2024-10-05
|
* Add audiolink chroma gimmickyum2024-10-04
| | | | | | | | | | Enable displaying chroma as a solid color on the base/forward pass and/or the outline pass. Also: * add optional mask for mochie reflection strength * update README with dev instructions
* GUI business logic always executesyum2024-10-02
| | | | | | Add wrappers around all data-presenting APIs so we can hide them from display if needed. The actual business logic (e.g. setting keywords) always executes as long as OnGUI() is called.
* PBR overlays can now overwrite glitteryum2024-10-01
|
* Bring back rim lighting polar maskyum2024-09-30
|
* Add per-channel center eye fixyum2024-09-30
|
* Add new eye gimmickyum2024-09-29
|
* World lighting bugfixesyum2024-09-28
| | | | Remove explicit world interpolators flag, fix specular reflections.
* Add letter grid gimmickyum2024-09-28
|
* Add demo to READMEyum2024-09-25
|
* Bugfixes & small tweaksyum2024-09-25
| | | | | | * UNITY_LIGHTING_COORDS no longer clashes with uv2 * Direct light is only sampled once in world mode * Overlay mask always uses most detailed mip map
* World lighting fixesyum2024-09-24
| | | | | | | | | | | | | | | | * Add channel selection for roughness and metallic textures * This lets u combine roughness & metallic into one texture * Add Bakery-compatible emission slot * Add compile-time toggle for brightness clamping * Add toggle for world interpolators * Add emission type dropdown (baked/realtime/none) * Switch to bilinear filtering for base PBR maps to match standard shader behavior * Add bugfixes for Mochie BRDF in world lighting mode * Rename _NormalTex to _BumpMap for compatibility with standard shader * World lighting mode uses Unity baked GI logic instead of normal world lighting logic * Use uv2 instead of lmuv for lightmap UVs
* Begin refactoring c#yum2024-09-23
| | | | I want all the SetKeyword stuff to run whether or not the UI is shown.
* Fix subtle bug in LRGB <-> XYZ conversionyum2024-09-20
| | | | Also do some misc cleanup.
* Move inliner under Editor/yum2024-09-18
| | | | Fixes upload breakage.
* Add shader inlining toolingyum2024-09-18
| | | | | This should solve the issue of Unity failing to fully recompile my fucking shader.
* Tweak cubemap codeyum2024-09-18
|
* Bugfix: misspelled _WorldSpaceCameraPosyum2024-09-15
|
* Always show LTCGI settingsyum2024-09-13
|
* Convert mochie params to range/toggleyum2024-09-13
|
* UI cleanupyum2024-09-13
| | | | | | All UI sections can now be collapsed. Also add toggle for center cam fix on RL/matcaps.
* Tweak multiply mode matcap emissionsyum2024-09-12
| | | | also bugfix the center cam thing
* Replace all instances of _WorldSpaceCameraPos with center eye posyum2024-09-12
| | | | Fixes left/right eye mismatch in VR.
* Start work on new halo techyum2024-09-10
|
* Rework glitteryum2024-09-10
| | | | now it's voronoi