| Commit message (Collapse) | Author | Age |
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Optimize cloning logic, and make each clone rotate independently of the
others when the explosion effect is active.
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Add vector to control rim lighting view dir (y does nothing) and toggle
to enable doing reflection calculation in world space.
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1E-3 is much too coarse for normal calculation.
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* 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
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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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* 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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Also do some misc cleanup.
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Fixes upload breakage.
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This should solve the issue of Unity failing to fully recompile my
fucking shader.
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All UI sections can now be collapsed.
Also add toggle for center cam fix on RL/matcaps.
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also bugfix the center cam thing
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Fixes left/right eye mismatch in VR.
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Also tune rand3() to behave better on rorschach demo.
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Wound up looking more like voronoi but oh well lol.
Fix iq sdf include - now it can be included multiple times.
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Also remove normal scaling weirdness.
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Also fix prox dimming. It should occur *after* the non-specular
brightness budget correction.
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Also make glitter & rim lighting glitter UV channel aware.
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For now, base properties apply here.
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useful for animation
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Helps with animation.
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Strictly more powerful now. Lives under Rendering.
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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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