| Commit message (Collapse) | Author | Age |
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Also make glitter & rim lighting glitter UV channel aware.
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For now, base properties apply here.
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useful for animation
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Helps with animation.
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Strictly more powerful now. Lives under Rendering.
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Also add a global slider for it.
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First one is probably being used for animations. Second one is static.
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Like UV tile discard, but less useful!
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Also fix how normals get blended with matcap mix slider.
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Also add mix factor slider so you can animate matcap opacity. This is
useful for adding things like bodysuits.
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Also bugfix overlays 1-3 ifdefs.
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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.
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Also overhaul brightness clamping code. It now occurs in HSV space.
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Also add clamp/repeat sampler controls to rim lighting.
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Also add UV channel select to PBR overlay
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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.
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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.
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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.
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Also optimize by locking each behind a keyword.
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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.
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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
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Gimmick makes the quad face the camera, pivoting around the world-space
Y axis and the local coordinate system origin.
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Useful for PBR overlay.
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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.
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... for direct, indirect x {specular,diffuse}
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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
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... for compatibility with Unity shadowing code.
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