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* Add bayer matrices & grabpass-based lens shaderyum2025-01-31
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* Add terrain gimmick (ds2_11) and analytic fog (fog01)yum2025-01-19
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* im going to kill myselfyum2025-01-14
| | | | | | | attempt to fix hypotrochoid normals key insight is that multiplying normal by transpose(invert(jacobian)) of transform should work, but it fucking doesn't
* Bugfixesyum2024-10-28
| | | | | | * rl polar mask now works without quantization * optimize_interpolators is now a local feature (no ui yet) * `audiolink chroma` feature causes audiolink to import
* Begin optimizing gerstner demoyum2024-10-26
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* Mitigate fog noise in desktop modeyum2024-10-15
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* Add fog parameters; add Unity fog to fwd/add passesyum2024-10-08
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* Add fog gimmickyum2024-10-07
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* Fix SSRyum2024-10-05
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* World lighting bugfixesyum2024-09-28
| | | | Remove explicit world interpolators flag, fix specular reflections.
* Bugfixes & small tweaksyum2024-09-25
| | | | | | * 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
* World lighting fixesyum2024-09-24
| | | | | | | | | | | | | | | | * 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
* Add shader inlining toolingyum2024-09-18
| | | | | This should solve the issue of Unity failing to fully recompile my fucking shader.
* Replace all instances of _WorldSpaceCameraPos with center eye posyum2024-09-12
| | | | Fixes left/right eye mismatch in VR.
* Add 4 more UV channelsyum2024-08-29
| | | | Also make glitter & rim lighting glitter UV channel aware.
* Add two more UV channelsyum2024-08-20
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* Unity 2022.3.22f1 bugfix: instance id must be declared in v2fyum2024-08-17
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* Decals can now use a secondary UV channelyum2024-08-10
| | | | | | | | 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.
* Add metallic/roughness to decalsyum2024-08-10
| | | | | | | | 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.
* Implement stereo instancingyum2024-07-28
| | | | | | | | | | | 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
* Rename v2f `vertex` to `pos`yum2024-07-15
| | | | ... for compatibility with Unity shadowing code.
* Switch to Mochie's BRDFyum2024-07-14
| | | | | Better than Unity BRDF and supports things like parameterizable half-lambertian lighting.
* Rename some fields to 'vertex'yum2024-06-24
| | | | Improves compatibility with things like SPS.
* Implement shadow receivingyum2024-05-27
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* Add two rim lighting slotsyum2024-05-11
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* Add LTCGIyum2024-04-25
| | | | Also begin trying to fix fallback shaders.
* Perform matcap calculation in camera spaceyum2024-04-22
| | | | Rotating the camera around the object now works as expected.
* Initial commityum2024-04-22
Code bomb. Put tooner in version control.