| Commit message (Collapse) | Author | Age |
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Also:
* Rim lighting can disable texture normals
* Frame counter is now hidden behind a checkbox, and unconditionally
overrides audiolink
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Also chase down the weird clearcoat bug.
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Also:
* terrain gimmick
* makes some hardcoded shit into params
* add alternative normal evaluation methods
* stochastic method gives best results without getting into analytic
normals
* add FBM noise texture slot to improve perf
* add initial raytrace to sphere
* stabilizes appearance as camera moves
* add backtracking
* eliminates sharp lines without sacrificing perf
* fog 00 can render on a plane now, in addition to cylinder
* add epilepsy protection filter
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Included changes:
* Update LTCGI includes
* Add toggle to force world lighting
* Unity fucking sucks dick and balls and doesn't set LIGHTMAP_ON
consistently
* Add some more sdfs for raymarching
* Add separate LTCGI lighting mode for avatar vs. world
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Debugging why shadowmap LTCGI emissions don't show up. This patch makes
the shader match the appearance of the LTCGI surface shaders much more
closely.
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This is unconditional (for now). In VRChat, anything other than fully
wrapped vertex lighting usually looks bad.
Also add direct lighting to clearcoat.
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The old smooth_min(x, k) had the properties
smooth_min(1, k) = k
smooth_min(inf, k) = 1
Now it's smooth_min(x, k, j) with the properties
smooth_min(1, k, j) = k
smooth_min(inf, k, j) = j
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Uses iquilez's directional derivative model and a simplified lighting
model. Lighting is evaluated at each sample.
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Based on screen space uvs.
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* Add third HSV slot
* Add ZTest enum
* Fix bug where SSR mask keyword can be set when SSR is disabled
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This minimizes color banding due to dim direct lighting
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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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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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* 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 fix prox dimming. It should occur *after* the non-specular
brightness budget correction.
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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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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 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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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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Useful for PBR overlay.
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... for direct, indirect x {specular,diffuse}
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Also:
* Shadow caster works with cutout now
* Normalize interpolated mesh normal in fragment shader
* Indirect specular affects clearcoat
* Bugfix: rename v2f vertex to pos in tessellation shader
* Hue shift affects outlines
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