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* Add second mask to matcapsyum2024-07-20
| | | | Useful for PBR overlay.
* Add spherize vertex location gimmickyum2024-07-18
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* Add individual lighting multipliersyum2024-07-18
| | | | ... for direct, indirect x {specular,diffuse}
* Add lighting multiplier & reflection probe saturation controlyum2024-07-16
| | | | | | | | | | Also: * Shadow caster works with cutout now * Normalize interpolated mesh normal in fragment shader * Indirect specular affects clearcoat * Bugfix: rename v2f vertex to pos in tessellation shader * Hue shift affects outlines
* Add clearcoat maskyum2024-07-15
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* Add filament-style clearcoatyum2024-07-15
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* Switch to Mochie's BRDFyum2024-07-14
| | | | | Better than Unity BRDF and supports things like parameterizable half-lambertian lighting.
* Integration pixellation and trochoid shadersyum2024-07-13
| | | | | | | | | | Trochoid is a WIP. Need to do some magic to make it properly shear. In short: it's currently implemented as a standalone Mesh Renderer object which I place on my avatar's neck bone. Since its object origin is not at the hip bone like everything else, it behaves weirdly when shearing. Solution is to implement it as a regular skinned mesh renderer. Requires some careful analysis to get right.
* Integrate metallic eye shaderyum2024-07-13
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* Add audiolink to vertex location quantization gimmickyum2024-07-12
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* Add hacky multiplier to location quantization gimmickyum2024-07-09
| | | | Useful for animation.
* Add matcap and vertex location quantizationyum2024-07-09
| | | | | | | | | | | | | | | | matcap quantization simply quantizes matcap colors to a configurable # of equal-sized steps. vertex location quantization snaps each vertex location to a quantized location in object space. You can control the direction relative to the mesh normal that this quantization occurs. So if you have skintight clothing, set base direction to -1 and clothing direction to 1. Then skin will quantize inwards, and clothing will quantize outwards. Areas of high curvature (s.a. nips) may still cause problems, so I also added a mask feature. Finally, fix an issue where exploding the mesh causes outlines to appear at the world origin.
* Add angle control to decalsyum2024-07-01
| | | | | | | | Also: * Fix decal mipmap calculation * Decals are now sampled with a clamping sampler, not repeat * Decal scaling now occurs at center, not bottom left
* Add basic decalsyum2024-06-29
| | | | | | | | | | Also add polar masking rim lighting. Polar masking calculates the angle of the matcap UV (theta) and evalutes this function: m_{polar} = 1 / (1 + length(theta - theta_{configured}) It then masks the rim lighting effect using m_{polar}. Quantization applies to this effect.
* Add quantization to rim lightingyum2024-06-28
| | | | Good for artistic effect.
* Add glitter option to rim lightingyum2024-06-25
| | | | | | Now rim lighting can illuminate the avatar as if it has glitter on it. Also deprecate glitter seed, since it was unused.
* Merge branch 'master' of ssh://github.com/yum-food/Tooneryum2024-06-23
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| * Add parameters for outline width multiplier & stencilingyum2024-06-21
| | | | | | | | | | | | | | Outline width makes it easier to animate outline width across an avatar with many materials of different widths. Stenciling being toggleable is just nice for customization.
* | Add gimmicks folderyum2024-06-23
|/ | | | | | Catch-all bag for some nascent research. Zero cost if unused. Also organize all shader-side keywords into a single .cginc.
* Add overlay emissionyum2024-05-30
| | | | Also start fixing LOD logic for tiling textures
* Add controls for shadow strength & mipmap selectionyum2024-05-27
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* Use _MainTex and _Coloryum2024-05-27
| | | | Also remove multipliers from gradient-based mipmap sampling.
* Overhaul PBR overlayyum2024-05-26
| | | | | | | Add second PBR overlay and fix masking behavior. Also elide keywords based on shader variant. This should improve performance.
* Add scale & offset to some texture fieldsyum2024-05-25
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* Add matcap/rim lighting emissions, matcap distortionyum2024-05-22
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* Add two rim lighting slotsyum2024-05-11
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* Make flat normals adjustableyum2024-05-11
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* Add LTCGIyum2024-04-25
| | | | Also begin trying to fix fallback shaders.
* Initial commityum2024-04-22
Code bomb. Put tooner in version control.