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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.
* 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
* 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
* 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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