| Commit message (Collapse) | Author | Age |
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Also:
* Fix decal mipmap calculation
* Decals are now sampled with a clamping sampler, not repeat
* Decal scaling now occurs at center, not bottom left
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Also add polar masking rim lighting. Polar masking calculates the angle
of the matcap UV (theta) and evalutes this function:
m_{polar} = 1 / (1 + length(theta - theta_{configured})
It then masks the rim lighting effect using m_{polar}. Quantization
applies to this effect.
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Good for artistic effect.
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Discussed in shader dev discord, identified floating point divide as
culprit.
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Now rim lighting can illuminate the avatar as if it has glitter on it.
Also deprecate glitter seed, since it was unused.
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Improves compatibility with things like SPS.
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Outline width makes it easier to animate outline width across an avatar
with many materials of different widths.
Stenciling being toggleable is just nice for customization.
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Catch-all bag for some nascent research. Zero cost if unused.
Also organize all shader-side keywords into a single .cginc.
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The base pass properly stencils over the outlines now.
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Matches the visual behavior of mochie now.
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Instead of compositing directly on top of the basecolor (???), composite
on top of the lighting data.
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Also fix _lightmap codepath (unused currently)
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Also start fixing LOD logic for tiling textures
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Also remove multipliers from gradient-based mipmap sampling.
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Import order matters.
https://catlikecoding.com/unity/tutorials/rendering/part-7/
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Add second PBR overlay and fix masking behavior.
Also elide keywords based on shader variant. This should improve
performance.
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Use a randomized threshold instead of a static one when rendering
transparency in cutout mode. This lets us render things like fabrics.
Requires UVs to work properly.
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Also begin trying to fix fallback shaders.
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Rotating the camera around the object now works as expected.
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Code bomb. Put tooner in version control.
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