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* Add 4 more UV channelsyum2024-08-29
| | | | Also make glitter & rim lighting glitter UV channel aware.
* Bump up emissions cap; add discard to all passesyum2024-08-28
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* Add color (tint) to glitteryum2024-08-28
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* Emissions are now UV channel awareyum2024-08-28
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* Put stencil block in additive & shadow caster passesyum2024-08-28
| | | | For now, base properties apply here.
* Add second emission slotyum2024-08-28
| | | | useful for animation
* Add second HSV slotyum2024-08-28
| | | | Helps with animation.
* Overhaul stencilingyum2024-08-27
| | | | Strictly more powerful now. Lives under Rendering.
* Add mipmap bias for overlays and matcap normalsyum2024-08-24
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* Switch to SampleBias for everythingyum2024-08-24
| | | | Also add a global slider for it.
* Add .meta files for texturesyum2024-08-22
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* Add second indirect specular lighting factoryum2024-08-22
| | | | First one is probably being used for animations. Second one is static.
* Matcap can now overwrite rim lighting in a configurable wayyum2024-08-22
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* Matcap masks are now UV channel awareyum2024-08-21
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* Add discard featureyum2024-08-21
| | | | Like UV tile discard, but less useful!
* Implement UV channel selection for matcap normalsyum2024-08-20
| | | | Also fix how normals get blended with matcap mix slider.
* Add two more UV channelsyum2024-08-20
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* Add normals replace option to matcapyum2024-08-20
| | | | | Also add mix factor slider so you can animate matcap opacity. This is useful for adding things like bodysuits.
* Add HSV, global emissions multiplieryum2024-08-19
| | | | Also bugfix overlays 1-3 ifdefs.
* Scrap tessellation code for nowyum2024-08-17
| | | | | | | | Not used. Need some codegen dogshit to properly support it cause shaderlab wont let u toggle it natively. Also causing compilation bugs in unity 2022.3.22f1 and I don't want to debug them right now.
* PBR overlay gradients are now UV-channel awareyum2024-08-17
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* Unity 2022.3.22f1 bugfix: instance id must be declared in tess_datayum2024-08-17
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* Unity 2022.3.22f1 bugfix: instance id must be declared in v2fyum2024-08-17
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* Put lighting factors after clampyum2024-08-17
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* Add proximity dimming featureyum2024-08-17
| | | | Also overhaul brightness clamping code. It now occurs in HSV space.
* Rim lighting now supports second UV channelyum2024-08-11
| | | | Also add clamp/repeat sampler controls to rim lighting.
* Add two more rim lighting slotsyum2024-08-10
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* Add mask inverts for roughness & hue shiftyum2024-08-10
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* Implement metallics in PBR overlayyum2024-08-10
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* Add sampler mode (clamp/repeat) control to PBR overlayyum2024-08-10
| | | | Also add UV channel select to PBR overlay
* Decals can now use a secondary UV channelyum2024-08-10
| | | | | | | | This lets you efficiently create a shit ton of tattoos using a single texture. It also lets you place them over seamlines. Just create a secondary UV map in blender and export as FBX. The shader will pick up this secondary channel and use it, if instructed to do so in the decals UI.
* Add metallic/roughness to decalsyum2024-08-10
| | | | | | | | Also add ability to limit cubemap override to metallic regions of material. Also rename `uv` to `uv0` where appropriate. This is to begin supporting multiple UV maps.
* Decal tweaksyum2024-08-09
| | | | | | | | Move decals after matcap but before rim lighting. I use matcaps for ghetto tonemapping, which causes black decals (tattoos) to look washed out. Also fix decal emission. It's now rgb instead of grayscale.
* Implement overlay roughnessyum2024-08-02
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* Add second clearcoat mask, and add invert abilityyum2024-08-02
| | | | Also optimize by locking each behind a keyword.
* Add controls for overlays on transparent materialsyum2024-08-02
| | | | | | | | Add ability to constrain overlay to parts of the texture based on opacity. Min/max opacity are configurable. Add slider to multiply the overlay's alpha channel. This helps prevent transparent overlays from disappearing in less detailed mip maps.
* Implement stereo instancingyum2024-07-28
| | | | | | | | | | | Seems to fix VR flickering bug. Also: * Add vertex lighting factor * Remove clearcoat 10x factors * Lighting factors now affect clearcoat * Simplify `#pragma multi_compile` bits
* Add facing quad gimmickyum2024-07-26
| | | | | Gimmick makes the quad face the camera, pivoting around the world-space Y axis and the local coordinate system origin.
* Switch to poi-style direct lightingyum2024-07-20
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* Normalize normalsyum2024-07-20
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* Add second mask to matcapsyum2024-07-20
| | | | Useful for PBR overlay.
* Temporarily disable direct lighting in outlinesyum2024-07-18
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* Fix glitter againyum2024-07-18
| | | | | | Flickering got worse. Use rcp() as suggested in shader dev discord. When I originally fixed this, I could still get away with using a normal divide.
* Add spherize vertex location gimmickyum2024-07-18
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* Add individual lighting multipliersyum2024-07-18
| | | | ... for direct, indirect x {specular,diffuse}
* Add lighting multiplier & reflection probe saturation controlyum2024-07-16
| | | | | | | | | | Also: * Shadow caster works with cutout now * Normalize interpolated mesh normal in fragment shader * Indirect specular affects clearcoat * Bugfix: rename v2f vertex to pos in tessellation shader * Hue shift affects outlines
* Vertex lights now affect clearcoatyum2024-07-15
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* Rename v2f `vertex` to `pos`yum2024-07-15
| | | | ... for compatibility with Unity shadowing code.
* Indicate modifications to filament clearcoat mathyum2024-07-15
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* Add clearcoat maskyum2024-07-15
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