| Commit message (Collapse) | Author | Age |
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Also:
* Rim lighting can disable texture normals
* Frame counter is now hidden behind a checkbox, and unconditionally
overrides audiolink
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Also:
* terrain gimmick
* makes some hardcoded shit into params
* add alternative normal evaluation methods
* stochastic method gives best results without getting into analytic
normals
* add FBM noise texture slot to improve perf
* add initial raytrace to sphere
* stabilizes appearance as camera moves
* add backtracking
* eliminates sharp lines without sacrificing perf
* fog 00 can render on a plane now, in addition to cylinder
* add epilepsy protection filter
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Also:
* optimize the ds2 terrain gimmick (ds2_11)
* use golden ratio + blue noise on marched fog
* add second sun to analytic fog
* fix gcd() implementation
* add faster rand2() implementation
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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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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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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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* rl polar mask now works without quantization
* optimize_interpolators is now a local feature (no ui yet)
* `audiolink chroma` feature causes audiolink to import
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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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* 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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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 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
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Also tune rand3() to behave better on rorschach demo.
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Wound up looking more like voronoi but oh well lol.
Fix iq sdf include - now it can be included multiple times.
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Also remove normal scaling weirdness.
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useful for animation
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Helps with animation.
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Like UV tile discard, but less useful!
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