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* 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.
* Always show LTCGI settingsyum2024-09-13
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* Convert mochie params to range/toggleyum2024-09-13
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* UI cleanupyum2024-09-13
| | | | | | All UI sections can now be collapsed. Also add toggle for center cam fix on RL/matcaps.
* Start work on new halo techyum2024-09-10
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* Start new eye shader, add UV mirror flippingyum2024-09-10
| | | | Also tune rand3() to behave better on rorschach demo.
* Add quantization and alpha blending to rorschach effectyum2024-09-07
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* add a bunch of parameters to rorschach gimmickyum2024-09-07
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* Add rorschach gimmickyum2024-09-06
| | | | | | Wound up looking more like voronoi but oh well lol. Fix iq sdf include - now it can be included multiple times.
* Add sampler mode to PBR sectionyum2024-09-02
| | | | Also remove normal scaling weirdness.
* Add lit glitter logicyum2024-08-30
| | | | | Also fix prox dimming. It should occur *after* the non-specular brightness budget correction.
* Add 4 more UV channelsyum2024-08-29
| | | | Also make glitter & rim lighting glitter UV channel aware.
* Add color (tint) to glitteryum2024-08-28
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* Emissions are now UV channel awareyum2024-08-28
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* Add second emission slotyum2024-08-28
| | | | useful for animation
* Add second HSV slotyum2024-08-28
| | | | Helps with animation.
* Overhaul stencilingyum2024-08-27
| | | | Strictly more powerful now. Lives under Rendering.
* Add mipmap bias for overlays and matcap normalsyum2024-08-24
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* Switch to SampleBias for everythingyum2024-08-24
| | | | Also add a global slider for it.
* Add second indirect specular lighting factoryum2024-08-22
| | | | First one is probably being used for animations. Second one is static.
* Matcap can now overwrite rim lighting in a configurable wayyum2024-08-22
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* Matcap masks are now UV channel awareyum2024-08-21
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* Add discard featureyum2024-08-21
| | | | Like UV tile discard, but less useful!
* Implement UV channel selection for matcap normalsyum2024-08-20
| | | | Also fix how normals get blended with matcap mix slider.
* Add normals replace option to matcapyum2024-08-20
| | | | | Also add mix factor slider so you can animate matcap opacity. This is useful for adding things like bodysuits.
* Add HSV, global emissions multiplieryum2024-08-19
| | | | Also bugfix overlays 1-3 ifdefs.
* Add proximity dimming featureyum2024-08-17
| | | | Also overhaul brightness clamping code. It now occurs in HSV space.
* Rim lighting now supports second UV channelyum2024-08-11
| | | | Also add clamp/repeat sampler controls to rim lighting.
* Add two more rim lighting slotsyum2024-08-10
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* Add mask inverts for roughness & hue shiftyum2024-08-10
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* Implement metallics in PBR overlayyum2024-08-10
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* Add sampler mode (clamp/repeat) control to PBR overlayyum2024-08-10
| | | | Also add UV channel select to PBR overlay
* Decals can now use a secondary UV channelyum2024-08-10
| | | | | | | | This lets you efficiently create a shit ton of tattoos using a single texture. It also lets you place them over seamlines. Just create a secondary UV map in blender and export as FBX. The shader will pick up this secondary channel and use it, if instructed to do so in the decals UI.
* Add metallic/roughness to decalsyum2024-08-10
| | | | | | | | Also add ability to limit cubemap override to metallic regions of material. Also rename `uv` to `uv0` where appropriate. This is to begin supporting multiple UV maps.
* Implement overlay roughnessyum2024-08-02
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