| Commit message (Collapse) | Author | Age |
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Also make glitter & rim lighting glitter UV channel aware.
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This lets you efficiently create a shit ton of tattoos using a single
texture. It also lets you place them over seamlines. Just create a
secondary UV map in blender and export as FBX. The shader will pick up
this secondary channel and use it, if instructed to do so in the decals
UI.
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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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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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... for compatibility with Unity shadowing code.
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Better than Unity BRDF and supports things like parameterizable
half-lambertian lighting.
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Improves compatibility with things like SPS.
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Also begin trying to fix fallback shaders.
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Rotating the camera around the object now works as expected.
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Code bomb. Put tooner in version control.
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