| Commit message (Collapse) | Author | Age |
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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.
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attempt to fix hypotrochoid normals
key insight is that multiplying normal by transpose(invert(jacobian)) of
transform should work, but it fucking doesn't
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Also overhaul how emitter planes are specified. Use normal and tangent.
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* 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
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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
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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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