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* Fix clearcoatyum2024-12-16
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* Add domain warping to decal featureyum2024-12-16
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* 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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* 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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* Add brightness clamping to fogyum2024-11-17
| | | | | Use a nice "almost identity" function to create a smooth transition to the clamped value.
* 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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* Fog domain warping now occurs in 3dyum2024-11-07
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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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* Begin work adding normals to fogyum2024-11-04
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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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* 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.
* 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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* Try 8x8x8 red only textureyum2024-10-12
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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.
* Add emitter texture to fogyum2024-10-09
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* Add fog parameters; add Unity fog to fwd/add passesyum2024-10-08
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* Add fog gimmickyum2024-10-07
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* Fix SSRyum2024-10-05
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* Add audiolink chroma gimmickyum2024-10-04
| | | | | | | | | | 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
* GUI business logic always executesyum2024-10-02
| | | | | | 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.
* PBR overlays can now overwrite glitteryum2024-10-01
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* Bring back rim lighting polar maskyum2024-09-30
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* Add per-channel center eye fixyum2024-09-30
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* Add new eye gimmickyum2024-09-29
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* World lighting bugfixesyum2024-09-28
| | | | Remove explicit world interpolators flag, fix specular reflections.
* Add letter grid gimmickyum2024-09-28
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* World lighting fixesyum2024-09-24
| | | | | | | | | | | | | | | | * 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
* Begin refactoring c#yum2024-09-23
| | | | I want all the SetKeyword stuff to run whether or not the UI is shown.
* Fix subtle bug in LRGB <-> XYZ conversionyum2024-09-20
| | | | Also do some misc cleanup.
* Move inliner under Editor/yum2024-09-18
| | | | Fixes upload breakage.