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* Update cloningyum2024-10-26
| | | | | Optimize cloning logic, and make each clone rotate independently of the others when the explosion effect is active.
* Add features for constant rim lighting view directionyum2024-10-25
| | | | | Add vector to control rim lighting view dir (y does nothing) and toggle to enable doing reflection calculation in world space.
* add water stuffyum2024-10-24
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* Refine origin damping behavior, fix normals precisionyum2024-10-23
| | | | 1E-3 is much too coarse for normal calculation.
* Add gerstner water gimmickyum2024-10-23
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* Begin work on aurora gimmickyum2024-10-17
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* Add toggle for unity fogyum2024-10-17
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* Fog performance optimizationsyum2024-10-11
| | | | | | | | * Rename albedo cutoff to alpha cutoff * Add LODs for calculating fog density * Use 3D noise texture to speed up density calculation * Eliminate low impact octaves from density calculation * Add support for multiple emitters
* Rework step size / densityyum2024-10-09
| | | | | Step size is now derived from density. Step size is reimagined as a "quality" multiplier.
* Add emitter texture to fogyum2024-10-09
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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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* Add audiolink chroma gimmickyum2024-10-04
| | | | | | | | | | 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
* PBR overlays can now overwrite glitteryum2024-10-01
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* Add per-channel center eye fixyum2024-09-30
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* Add new eye gimmickyum2024-09-29
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* World lighting bugfixesyum2024-09-28
| | | | Remove explicit world interpolators flag, fix specular reflections.
* Add letter grid gimmickyum2024-09-28
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* 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
* Fix subtle bug in LRGB <-> XYZ conversionyum2024-09-20
| | | | Also do some misc cleanup.
* Move inliner under Editor/yum2024-09-18
| | | | Fixes upload breakage.
* Add shader inlining toolingyum2024-09-18
| | | | | This should solve the issue of Unity failing to fully recompile my fucking shader.
* Tweak cubemap codeyum2024-09-18
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* Bugfix: misspelled _WorldSpaceCameraPosyum2024-09-15
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* Convert mochie params to range/toggleyum2024-09-13
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* UI cleanupyum2024-09-13
| | | | | | All UI sections can now be collapsed. Also add toggle for center cam fix on RL/matcaps.
* Tweak multiply mode matcap emissionsyum2024-09-12
| | | | also bugfix the center cam thing
* Replace all instances of _WorldSpaceCameraPos with center eye posyum2024-09-12
| | | | Fixes left/right eye mismatch in VR.
* Start work on new halo techyum2024-09-10
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* Start new eye shader, add UV mirror flippingyum2024-09-10
| | | | Also tune rand3() to behave better on rorschach demo.
* Add quantization and alpha blending to rorschach effectyum2024-09-07
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* add a bunch of parameters to rorschach gimmickyum2024-09-07
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* Add rorschach gimmickyum2024-09-06
| | | | | | Wound up looking more like voronoi but oh well lol. Fix iq sdf include - now it can be included multiple times.
* Add build nonce hackyum2024-09-06
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* Add sampler mode to PBR sectionyum2024-09-02
| | | | Also remove normal scaling weirdness.
* Add lit glitter logicyum2024-08-30
| | | | | Also fix prox dimming. It should occur *after* the non-specular brightness budget correction.
* Add 4 more UV channelsyum2024-08-29
| | | | Also make glitter & rim lighting glitter UV channel aware.
* Bump up emissions cap; add discard to all passesyum2024-08-28
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* Add color (tint) to glitteryum2024-08-28
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* Emissions are now UV channel awareyum2024-08-28
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* Put stencil block in additive & shadow caster passesyum2024-08-28
| | | | For now, base properties apply here.
* Add second emission slotyum2024-08-28
| | | | useful for animation
* Add second HSV slotyum2024-08-28
| | | | Helps with animation.
* Overhaul stencilingyum2024-08-27
| | | | Strictly more powerful now. Lives under Rendering.
* Add mipmap bias for overlays and matcap normalsyum2024-08-24
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* Switch to SampleBias for everythingyum2024-08-24
| | | | Also add a global slider for it.
* Add second indirect specular lighting factoryum2024-08-22
| | | | First one is probably being used for animations. Second one is static.
* Matcap can now overwrite rim lighting in a configurable wayyum2024-08-22
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* Matcap masks are now UV channel awareyum2024-08-21
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