| Commit message (Collapse) | Author | Age |
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Simple algo. Use quad intrinsics to get neighboring pixels' (x & y)
positions in trochoid space. Compute tangent and bitangent from that.
Then normal as cross product. There's some artifacting on diagonal
boundaries.
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Seems like the determinant of the jacobian is ~0, meaning it's not
invertible. That means the normals look fucked up.
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This lets us use a much higher step size before noise becomes too gross
to look at.
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This should solve the issue of Unity failing to fully recompile my
fucking shader.
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Also tune rand3() to behave better on rorschach demo.
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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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Code bomb. Put tooner in version control.
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