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* Disable custom depth - breaks projectorsyum2025-02-03
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* Begin plugging in SSFDyum2025-02-02
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* Begin work on ssfd in lens shaderyum2025-02-01
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* Implement surface stable fractal ditheringyum2025-02-01
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* Add bayer matrices & grabpass-based lens shaderyum2025-01-31
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* Begin work on zwrite abominationyum2025-01-27
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* Restore spherical boundary to fog gimmickyum2025-01-27
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* Add ability to swap decal slotsyum2025-01-27
| | | | | | | | Also: * Rim lighting can disable texture normals * Frame counter is now hidden behind a checkbox, and unconditionally overrides audiolink
* Clearcoat can disable texture normalsyum2025-01-21
| | | | | | | | | | | | | | | | | 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
* Add UV domain warping, box discard gimmicksyum2025-01-20
| | | | | | | | | | 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
* Add terrain gimmick (ds2_11) and analytic fog (fog01)yum2025-01-19
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* 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
* 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 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 multiply mode to pbr overlaysyum2024-11-26
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* Add ACES filmic toggle to main shaderyum2024-11-18
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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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* 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.
* Bugfixesyum2024-10-28
| | | | | | * rl polar mask now works without quantization * optimize_interpolators is now a local feature (no ui yet) * `audiolink chroma` feature causes audiolink to import
* Begin optimizing gerstner demoyum2024-10-26
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* 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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* 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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* 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
* Add emitter texture to fogyum2024-10-09
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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
* Add new eye gimmickyum2024-09-29
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* 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
* 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 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 second emission slotyum2024-08-28
| | | | useful for animation
* Add second HSV slotyum2024-08-28
| | | | Helps with animation.
* Add discard featureyum2024-08-21
| | | | Like UV tile discard, but less useful!