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* Update READMEHEADmasteryum2025-03-26
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* Add 4x4 textures to ssfdyum2025-02-05
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* Disable custom depth - breaks projectorsyum2025-02-03
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* More SSFD tweaksyum2025-02-02
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* Finish reproducing SSFD techyum2025-02-02
| | | | Fix gen_sdf so it normalizes all SDFs
* Begin plugging in SSFDyum2025-02-02
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* Begin work on ssfd in lens shaderyum2025-02-01
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* Implement surface stable fractal ditheringyum2025-02-01
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* Add bayer matrices & grabpass-based lens shaderyum2025-01-31
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* Reimplement faceme gimmickyum2025-01-31
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* Add global offset to zwrite abominationyum2025-01-29
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* Yellow abomination now faces camera and grows as it gets fartheryum2025-01-28
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* Begin work on zwrite abominationyum2025-01-27
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* Restore spherical boundary to fog gimmickyum2025-01-27
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* Add ability to swap decal slotsyum2025-01-27
| | | | | | | | Also: * Rim lighting can disable texture normals * Frame counter is now hidden behind a checkbox, and unconditionally overrides audiolink
* Add LTCGI strength slideryum2025-01-22
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* Tweak clearcoatyum2025-01-22
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* Add some options to ds2_11 (terrain gimmick)yum2025-01-22
| | | | Also chase down the weird clearcoat bug.
* Clearcoat can disable texture normalsyum2025-01-21
| | | | | | | | | | | | | | | | | Also: * terrain gimmick * makes some hardcoded shit into params * add alternative normal evaluation methods * stochastic method gives best results without getting into analytic normals * add FBM noise texture slot to improve perf * add initial raytrace to sphere * stabilizes appearance as camera moves * add backtracking * eliminates sharp lines without sacrificing perf * fog 00 can render on a plane now, in addition to cylinder * add epilepsy protection filter
* Add vector based ndotl mask to glitteryum2025-01-20
| | | | Useful for environmental modeling.
* Add UV domain warping, box discard gimmicksyum2025-01-20
| | | | | | | | | | Also: * optimize the ds2 terrain gimmick (ds2_11) * use golden ratio + blue noise on marched fog * add second sun to analytic fog * fix gcd() implementation * add faster rand2() implementation
* Add terrain gimmick (ds2_11) and analytic fog (fog01)yum2025-01-19
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* Use quad intrinsics to compute trochoid normalsyum2025-01-17
| | | | | | | Simple algo. Use quad intrinsics to get neighboring pixels' (x & y) positions in trochoid space. Compute tangent and bitangent from that. Then normal as cross product. There's some artifacting on diagonal boundaries.
* Continue fucking with trochoid normalsyum2025-01-16
| | | | | Seems like the determinant of the jacobian is ~0, meaning it's not invertible. That means the normals look fucked up.
* im going to kill myselfyum2025-01-14
| | | | | | | attempt to fix hypotrochoid normals key insight is that multiplying normal by transpose(invert(jacobian)) of transform should work, but it fucking doesn't
* Fix shadow caster passyum2025-01-04
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* More fog tweaks: add animated noise, motion vectoryum2025-01-04
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* Fog now uses object coordinatesyum2025-01-03
| | | | Also overhaul how emitter planes are specified. Use normal and tangent.
* Optimize downstairs 2 gimmick 3yum2025-01-01
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* More work on downstairs 2 gimmicksyum2025-01-01
| | | | | | | * Use float param to select which gimmick to show * Add colors & domain warping to gimmick 2 * Also optimize it. Colors let us avoid 4-fold neighbor check fanout * Add rough/unoptimized version of gimmick 3
* Begin adding gimmicks for downstairs mapyum2024-12-30
| | | | | | | | | | | Included changes: * Update LTCGI includes * Add toggle to force world lighting * Unity fucking sucks dick and balls and doesn't set LIGHTMAP_ON consistently * Add some more sdfs for raymarching * Add separate LTCGI lighting mode for avatar vs. world
* More LTCGI cleanupyum2024-12-27
| | | | | | Debugging why shadowmap LTCGI emissions don't show up. This patch makes the shader match the appearance of the LTCGI surface shaders much more closely.
* Tweak LTCGI based on world experimentsyum2024-12-25
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* Vertex lighting is now wrappedyum2024-12-17
| | | | | | | This is unconditional (for now). In VRChat, anything other than fully wrapped vertex lighting usually looks bad. Also add direct lighting to clearcoat.
* Fix clearcoatyum2024-12-16
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* Add domain warping to decal featureyum2024-12-16
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* Fix smooth_minyum2024-12-10
| | | | | | | | | | The old smooth_min(x, k) had the properties smooth_min(1, k) = k smooth_min(inf, k) = 1 Now it's smooth_min(x, k, j) with the properties smooth_min(1, k, j) = k smooth_min(inf, k, j) = j
* Add SDF mode to decalsyum2024-12-09
| | | | | | | | | | | Also: * add gen_sdf script, which converts solid color (ideally b&w) decals into sdf textures * add 6 more decal slots * add color, sdf options, alpha multiplier, tiling mode, and mask to decals * add token pasting macros (MERGE) to minimize code size of new decal slots
* Add second mask for rim lighting & matcapyum2024-12-05
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* Add smoothness control to msdf font rendereryum2024-12-01
| | | | | Also rescale atlas so we can use texture sizes that are not a perfect multiple of the grid size.
* Add small programmable text display gimmickyum2024-12-01
| | | | | | | | Use Third_Party/gen_atlas to create a 512x512 texture and put it in the texture slot (the resolution is hardcoded to 512 in shader). Use sliders to control the grid size. If desired, use global offset to make it possible to linearly animate between e.g. 0-9 and have it display as ASCII '0'-'9'.
* Add cutout noise scale slideryum2024-11-30
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* Fix gen_atlasyum2024-11-30
| | | | | | Now it generates things in a fixed-sized grid which is derived from charset's max codepoint. It does not interleave gaps, instead putting a big gap at the end/bottom of the atlas.
* Begin work generating an msdf atlas indexed by ascii codepointyum2024-11-30
| | | | Trying to beat claude 3.5 into submission. Little issues with placement.
* Interleaved gradient noise is now parameterized by frame countyum2024-11-26
| | | | | | | | I'm using an AAP (vrc.school/docs/Other/AAPs/) to create a frame counter. That frame counter then drives this parameter. Thus the sparkly pattern won't turn into gross flashing when the framerate is low. Also add a speed parameter to control IGN.
* Add multiply mode to pbr overlaysyum2024-11-26
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* Add ACES filmic toggle to main shaderyum2024-11-18
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* Refactor tonemapping curves into their own headersyum2024-11-18
| | | | Also add iq's "almost identity" curve.
* Update function nameyum2024-11-17
| | | | Aces filmic is more accurate than just "aces".
* Add brightness clamping to fogyum2024-11-17
| | | | | Use a nice "almost identity" function to create a smooth transition to the clamped value.