| Commit message (Collapse) | Author | Age |
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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
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Also rescale atlas so we can use texture sizes that are not a perfect
multiple of the grid size.
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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'.
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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.
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Use a nice "almost identity" function to create a smooth transition to
the clamped value.
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Based on screen space uvs.
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* Add third HSV slot
* Add ZTest enum
* Fix bug where SSR mask keyword can be set when SSR is disabled
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You can select {linear,point,bilinear}x{repeat,clamp} for base pbr,
overlays, and rim lighting (??) textures now.
Overlay masks also tile now.
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Optimize cloning logic, and make each clone rotate independently of the
others when the explosion effect is active.
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Add vector to control rim lighting view dir (y does nothing) and toggle
to enable doing reflection calculation in world space.
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1E-3 is much too coarse for normal calculation.
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* 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
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Step size is now derived from density. Step size is reimagined as a
"quality" multiplier.
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Enable displaying chroma as a solid color on the base/forward pass
and/or the outline pass.
Also:
* add optional mask for mochie reflection strength
* update README with dev instructions
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Add wrappers around all data-presenting APIs so we can hide them from
display if needed. The actual business logic (e.g. setting keywords)
always executes as long as OnGUI() is called.
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Remove explicit world interpolators flag, fix specular reflections.
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* Add channel selection for roughness and metallic textures
* This lets u combine roughness & metallic into one texture
* Add Bakery-compatible emission slot
* Add compile-time toggle for brightness clamping
* Add toggle for world interpolators
* Add emission type dropdown (baked/realtime/none)
* Switch to bilinear filtering for base PBR maps to match standard
shader behavior
* Add bugfixes for Mochie BRDF in world lighting mode
* Rename _NormalTex to _BumpMap for compatibility with standard shader
* World lighting mode uses Unity baked GI logic instead of normal world
lighting logic
* Use uv2 instead of lmuv for lightmap UVs
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I want all the SetKeyword stuff to run whether or not the UI is shown.
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Also do some misc cleanup.
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Fixes upload breakage.
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