| Commit message (Collapse) | Author | Age |
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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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Based on screen space uvs.
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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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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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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 make glitter & rim lighting glitter UV channel aware.
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Also add a global slider for it.
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Also fix how normals get blended with matcap mix slider.
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Also bugfix overlays 1-3 ifdefs.
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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.
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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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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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... for compatibility with Unity shadowing code.
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* Outlines now calculated in object space
* Outlines calculated before shearing
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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.
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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.
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Improves compatibility with things like SPS.
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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.
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The base pass properly stencils over the outlines now.
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Also fix _lightmap codepath (unused currently)
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Also remove multipliers from gradient-based mipmap sampling.
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Add second PBR overlay and fix masking behavior.
Also elide keywords based on shader variant. This should improve
performance.
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Also begin trying to fix fallback shaders.
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Code bomb. Put tooner in version control.
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