| Commit message (Collapse) | Author | Age |
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Fix gen_sdf so it normalizes all SDFs
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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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Useful for environmental modeling.
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Also:
* optimize the ds2 terrain gimmick (ds2_11)
* use golden ratio + blue noise on marched fog
* add second sun to analytic fog
* fix gcd() implementation
* add faster rand2() implementation
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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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attempt to fix hypotrochoid normals
key insight is that multiplying normal by transpose(invert(jacobian)) of
transform should work, but it fucking doesn't
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* Use float param to select which gimmick to show
* Add colors & domain warping to gimmick 2
* Also optimize it. Colors let us avoid 4-fold neighbor check fanout
* Add rough/unoptimized version of gimmick 3
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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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Also:
* add gen_sdf script, which converts solid color (ideally b&w) decals
into sdf textures
* add 6 more decal slots
* add color, sdf options, alpha multiplier, tiling mode, and mask to
decals
* add token pasting macros (MERGE) to minimize code size of new decal
slots
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Also rescale atlas so we can use texture sizes that are not a perfect
multiple of the grid size.
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Use Third_Party/gen_atlas to create a 512x512 texture and put it in the
texture slot (the resolution is hardcoded to 512 in shader). Use sliders to
control the grid size. If desired, use global offset to make it possible
to linearly animate between e.g. 0-9 and have it display as ASCII
'0'-'9'.
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I'm using an AAP (vrc.school/docs/Other/AAPs/) to create a frame
counter. That frame counter then drives this parameter. Thus the sparkly
pattern won't turn into gross flashing when the framerate is low.
Also add a speed parameter to control IGN.
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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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You can select {linear,point,bilinear}x{repeat,clamp} for base pbr,
overlays, and rim lighting (??) textures now.
Overlay masks also tile now.
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* rl polar mask now works without quantization
* optimize_interpolators is now a local feature (no ui yet)
* `audiolink chroma` feature causes audiolink to import
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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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