| Commit message (Collapse) | Author | Age |
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attempt to fix hypotrochoid normals
key insight is that multiplying normal by transpose(invert(jacobian)) of
transform should work, but it fucking doesn't
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* rl polar mask now works without quantization
* optimize_interpolators is now a local feature (no ui yet)
* `audiolink chroma` feature causes audiolink to import
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Remove explicit world interpolators flag, fix specular reflections.
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* UNITY_LIGHTING_COORDS no longer clashes with uv2
* Direct light is only sampled once in world mode
* Overlay mask always uses most detailed mip map
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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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Fixes left/right eye mismatch in VR.
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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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