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path: root/tooner_outline_pass.cginc
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* Reimplement faceme gimmickyum2025-01-31
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* im going to kill myselfyum2025-01-14
| | | | | | | attempt to fix hypotrochoid normals key insight is that multiplying normal by transpose(invert(jacobian)) of transform should work, but it fucking doesn't
* Add interleaved gradient noise cutout modeyum2024-11-03
| | | | Based on screen space uvs.
* Begin optimizing gerstner demoyum2024-10-26
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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 water stuffyum2024-10-24
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* Add gerstner water gimmickyum2024-10-23
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* Rework step size / densityyum2024-10-09
| | | | | Step size is now derived from density. Step size is reimagined as a "quality" multiplier.
* Add fog parameters; add Unity fog to fwd/add passesyum2024-10-08
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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
* World lighting bugfixesyum2024-09-28
| | | | Remove explicit world interpolators flag, fix specular reflections.
* 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
* Add shader inlining toolingyum2024-09-18
| | | | | This should solve the issue of Unity failing to fully recompile my fucking shader.
* Replace all instances of _WorldSpaceCameraPos with center eye posyum2024-09-12
| | | | Fixes left/right eye mismatch in VR.
* 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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* Switch to SampleBias for everythingyum2024-08-24
| | | | Also add a global slider for it.
* Implement UV channel selection for matcap normalsyum2024-08-20
| | | | Also fix how normals get blended with matcap mix slider.
* Add two more UV channelsyum2024-08-20
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* Add HSV, global emissions multiplieryum2024-08-19
| | | | Also bugfix overlays 1-3 ifdefs.
* Scrap tessellation code for nowyum2024-08-17
| | | | | | | | Not used. Need some codegen dogshit to properly support it cause shaderlab wont let u toggle it natively. Also causing compilation bugs in unity 2022.3.22f1 and I don't want to debug them right now.
* Add metallic/roughness to decalsyum2024-08-10
| | | | | | | | 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.
* Add second mask to matcapsyum2024-07-20
| | | | Useful for PBR overlay.
* Temporarily disable direct lighting in outlinesyum2024-07-18
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* Add spherize vertex location gimmickyum2024-07-18
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* Add individual lighting multipliersyum2024-07-18
| | | | ... for direct, indirect x {specular,diffuse}
* Add lighting multiplier & reflection probe saturation controlyum2024-07-16
| | | | | | | | | | 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
* Rename v2f `vertex` to `pos`yum2024-07-15
| | | | ... for compatibility with Unity shadowing code.
* Outline bugfixesyum2024-07-14
| | | | | * Outlines now calculated in object space * Outlines calculated before shearing
* Integration pixellation and trochoid shadersyum2024-07-13
| | | | | | | | | | Trochoid is a WIP. Need to do some magic to make it properly shear. In short: it's currently implemented as a standalone Mesh Renderer object which I place on my avatar's neck bone. Since its object origin is not at the hip bone like everything else, it behaves weirdly when shearing. Solution is to implement it as a regular skinned mesh renderer. Requires some careful analysis to get right.
* Integrate metallic eye shaderyum2024-07-13
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* Add matcap and vertex location quantizationyum2024-07-09
| | | | | | | | | | | | | | | | matcap quantization simply quantizes matcap colors to a configurable # of equal-sized steps. vertex location quantization snaps each vertex location to a quantized location in object space. You can control the direction relative to the mesh normal that this quantization occurs. So if you have skintight clothing, set base direction to -1 and clothing direction to 1. Then skin will quantize inwards, and clothing will quantize outwards. Areas of high curvature (s.a. nips) may still cause problems, so I also added a mask feature. Finally, fix an issue where exploding the mesh causes outlines to appear at the world origin.
* Rename some fields to 'vertex'yum2024-06-24
| | | | Improves compatibility with things like SPS.
* Add parameters for outline width multiplier & stencilingyum2024-06-21
| | | | | | | Outline width makes it easier to animate outline width across an avatar with many materials of different widths. Stenciling being toggleable is just nice for customization.
* Outlines simplification/bugfixesyum2024-06-19
| | | | The base pass properly stencils over the outlines now.
* LTCGI now uses specularyum2024-06-14
| | | | Also fix _lightmap codepath (unused currently)
* Use _MainTex and _Coloryum2024-05-27
| | | | Also remove multipliers from gradient-based mipmap sampling.
* Implement shadow receivingyum2024-05-27
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* Overhaul PBR overlayyum2024-05-26
| | | | | | | Add second PBR overlay and fix masking behavior. Also elide keywords based on shader variant. This should improve performance.
* Add two rim lighting slotsyum2024-05-11
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* Add LTCGIyum2024-04-25
| | | | Also begin trying to fix fallback shaders.
* Initial commityum2024-04-22
Code bomb. Put tooner in version control.