| Commit message (Collapse) | Author | Age |
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Useful for PBR overlay.
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... for direct, indirect x {specular,diffuse}
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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
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Better than Unity BRDF and supports things like parameterizable
half-lambertian lighting.
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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.
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Useful for animation.
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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.
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Also:
* Fix decal mipmap calculation
* Decals are now sampled with a clamping sampler, not repeat
* Decal scaling now occurs at center, not bottom left
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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.
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Good for artistic effect.
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Now rim lighting can illuminate the avatar as if it has glitter on it.
Also deprecate glitter seed, since it was unused.
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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.
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Catch-all bag for some nascent research. Zero cost if unused.
Also organize all shader-side keywords into a single .cginc.
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Also start fixing LOD logic for tiling textures
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Also remove multipliers from gradient-based mipmap sampling.
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Add second PBR overlay and fix masking behavior.
Also elide keywords based on shader variant. This should improve
performance.
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Also begin trying to fix fallback shaders.
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Code bomb. Put tooner in version control.
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