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* Add ACES tonemapping to fogyum2024-11-16
| | | | Looks better lol
* Fox texture samples now use pointyum2024-11-16
| | | | Small perf win
* Add seed to interleaved gradient noise cutoutyum2024-11-09
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* Add separate sliders for diffuse/direct lightingyum2024-11-09
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* Tweak fog diffuseyum2024-11-08
| | | | Average LODs 9 and 11.
* Optimize fog againyum2024-11-08
| | | | | Drop fbm, it doesn't contribute as much visual interest per FLOP as domain warping.
* Fog domain warping now occurs in 3dyum2024-11-07
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* Fog tweaksyum2024-11-07
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* Begin experimenting with domain warpingyum2024-11-06
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* Add baked normals & ltcgi to fogyum2024-11-06
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* Fog cleanupyum2024-11-05
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* Add toggle to light fog emitter with normalsyum2024-11-04
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* Add fog normalsyum2024-11-04
| | | | | Uses iquilez's directional derivative model and a simplified lighting model. Lighting is evaluated at each sample.
* oopsyum2024-11-04
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* Begin work adding normals to fogyum2024-11-04
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* Specular lighting now wrapsyum2024-11-04
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* 3d white noise generator now supports different dimensionalityyum2024-11-04
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* Add noise mask option to cutout shading modeyum2024-11-04
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* Add interleaved gradient noise cutout modeyum2024-11-03
| | | | Based on screen space uvs.
* Miscyum2024-11-03
| | | | | | * Add third HSV slot * Add ZTest enum * Fix bug where SSR mask keyword can be set when SSR is disabled
* Lots of tweaksyum2024-11-03
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* Fix energy preservation in emitter samplingyum2024-11-03
| | | | Lower step sizes would gain energy.
* hack: Apply interleaved gradient noise to direct lightyum2024-11-02
| | | | This minimizes color banding due to dim direct lighting
* idk why this was offyum2024-11-02
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* Fog uses interleaved gradient noise instead of white noiseyum2024-11-02
| | | | | This lets us use a much higher step size before noise becomes too gross to look at.
* Step size no longer depends on densityyum2024-11-02
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* Remove redundant saturateyum2024-11-02
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* Can now specify interpolation mode on most important texturesyum2024-10-29
| | | | | | | You can select {linear,point,bilinear}x{repeat,clamp} for base pbr, overlays, and rim lighting (??) textures now. Overlay masks also tile now.
* Bugfixesyum2024-10-28
| | | | | | * rl polar mask now works without quantization * optimize_interpolators is now a local feature (no ui yet) * `audiolink chroma` feature causes audiolink to import
* Begin optimizing gerstner demoyum2024-10-26
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* Update cloningyum2024-10-26
| | | | | Optimize cloning logic, and make each clone rotate independently of the others when the explosion effect is active.
* Add features for constant rim lighting view directionyum2024-10-25
| | | | | Add vector to control rim lighting view dir (y does nothing) and toggle to enable doing reflection calculation in world space.
* add water stuffyum2024-10-24
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* Refine origin damping behavior, fix normals precisionyum2024-10-23
| | | | 1E-3 is much too coarse for normal calculation.
* Add gerstner water gimmickyum2024-10-23
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* Begin work on aurora gimmickyum2024-10-17
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* Add toggle for unity fogyum2024-10-17
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* More fog golfingyum2024-10-15
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* Clean up fog code before tensorizingyum2024-10-15
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* Mitigate fog noise in desktop modeyum2024-10-15
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* Fix fog time scalingyum2024-10-13
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* Fog lod scales with densityyum2024-10-13
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* Fix fog EV after exponentiatingyum2024-10-13
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* Fog performance optimizationsyum2024-10-13
| | | | | | * Minimize transcendental ops * Minimize use of XU ops (e.g. rcp()) * Remove redundant terms (e.g. ao)
* Try 8x8x8 red only textureyum2024-10-12
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* Begin performance profiling of fogyum2024-10-12
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* Fog performance optimizationsyum2024-10-11
| | | | | | | | * Rename albedo cutoff to alpha cutoff * Add LODs for calculating fog density * Use 3D noise texture to speed up density calculation * Eliminate low impact octaves from density calculation * Add support for multiple emitters
* Rework step size / densityyum2024-10-09
| | | | | Step size is now derived from density. Step size is reimagined as a "quality" multiplier.
* Avatar bugfixesyum2024-10-09
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* Add emitter texture to fogyum2024-10-09
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