| Commit message (Collapse) | Author | Age |
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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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Same as "realistic" except spherical harmonics all get the same normal.
Approach derived from Poiyomi Toon shader.
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Better than Unity BRDF and supports things like parameterizable
half-lambertian lighting.
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* Outlines now calculated in object space
* Outlines calculated before shearing
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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.
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Useful for animation.
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matcap quantization simply quantizes matcap colors to a configurable #
of equal-sized steps.
vertex location quantization snaps each vertex location to a quantized
location in object space. You can control the direction relative to the
mesh normal that this quantization occurs. So if you have skintight
clothing, set base direction to -1 and clothing direction to 1. Then
skin will quantize inwards, and clothing will quantize outwards. Areas
of high curvature (s.a. nips) may still cause problems, so I also added
a mask feature.
Finally, fix an issue where exploding the mesh causes outlines to appear
at the world origin.
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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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