| Commit message (Collapse) | Author | Age |
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Fix gen_sdf so it normalizes all SDFs
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Also overhaul how emitter planes are specified. Use normal and tangent.
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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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Debugging why shadowmap LTCGI emissions don't show up. This patch makes
the shader match the appearance of the LTCGI surface shaders much more
closely.
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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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Now it generates things in a fixed-sized grid which is derived from
charset's max codepoint. It does not interleave gaps, instead putting a
big gap at the end/bottom of the atlas.
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Trying to beat claude 3.5 into submission. Little issues with placement.
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Also begin trying to fix fallback shaders.
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