| Commit message (Collapse) | Author | Age |
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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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Step size is now derived from density. Step size is reimagined as a
"quality" multiplier.
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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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Remove explicit world interpolators flag, fix specular reflections.
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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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This should solve the issue of Unity failing to fully recompile my
fucking shader.
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All UI sections can now be collapsed.
Also add toggle for center cam fix on RL/matcaps.
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Fixes left/right eye mismatch in VR.
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now it's voronoi
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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 fix prox dimming. It should occur *after* the non-specular
brightness budget correction.
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Also make glitter & rim lighting glitter UV channel aware.
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useful for animation
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Helps with animation.
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Also add a global slider for it.
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First one is probably being used for animations. Second one is static.
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Like UV tile discard, but less useful!
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Also fix how normals get blended with matcap mix slider.
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Also add mix factor slider so you can animate matcap opacity. This is
useful for adding things like bodysuits.
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Also bugfix overlays 1-3 ifdefs.
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Also overhaul brightness clamping code. It now occurs in HSV space.
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Also add clamp/repeat sampler controls to rim lighting.
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Also add UV channel select to PBR overlay
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Also add ability to limit cubemap override to metallic regions of
material.
Also rename `uv` to `uv0` where appropriate. This is to begin supporting
multiple UV maps.
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Also optimize by locking each behind a keyword.
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Add ability to constrain overlay to parts of the texture based on
opacity. Min/max opacity are configurable.
Add slider to multiply the overlay's alpha channel. This helps prevent
transparent overlays from disappearing in less detailed mip maps.
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Seems to fix VR flickering bug.
Also:
* Add vertex lighting factor
* Remove clearcoat 10x factors
* Lighting factors now affect clearcoat
* Simplify `#pragma multi_compile` bits
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Gimmick makes the quad face the camera, pivoting around the world-space
Y axis and the local coordinate system origin.
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