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* 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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* Add filament-style clearcoatyum2024-07-15
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* Fix metallicsyum2024-07-15
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* Add Toon shading modeyum2024-07-15
| | | | | Same as "realistic" except spherical harmonics all get the same normal. Approach derived from Poiyomi Toon shader.
* Switch to Mochie's BRDFyum2024-07-14
| | | | | Better than Unity BRDF and supports things like parameterizable half-lambertian lighting.
* Outline bugfixesyum2024-07-14
| | | | | * Outlines now calculated in object space * Outlines calculated before shearing
* Integration pixellation and trochoid shadersyum2024-07-13
| | | | | | | | | | 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.
* Integrate metallic eye shaderyum2024-07-13
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* Add audiolink to vertex location quantization gimmickyum2024-07-12
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* Delete unused codeyum2024-07-10
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* Add hacky multiplier to location quantization gimmickyum2024-07-09
| | | | Useful for animation.
* Add matcap and vertex location quantizationyum2024-07-09
| | | | | | | | | | | | | | | | 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.
* Add angle control to decalsyum2024-07-01
| | | | | | | | Also: * Fix decal mipmap calculation * Decals are now sampled with a clamping sampler, not repeat * Decal scaling now occurs at center, not bottom left
* Add basic decalsyum2024-06-29
| | | | | | | | | | 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.
* Add quantization to rim lightingyum2024-06-28
| | | | Good for artistic effect.
* Implement proper fix to glitter flickering issueyum2024-06-25
| | | | | Discussed in shader dev discord, identified floating point divide as culprit.