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* Add UV domain warping, box discard gimmicksyum2025-01-20
| | | | | | | | | | 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
* Add terrain gimmick (ds2_11) and analytic fog (fog01)yum2025-01-19
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* Use quad intrinsics to compute trochoid normalsyum2025-01-17
| | | | | | | 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.
* Continue fucking with trochoid normalsyum2025-01-16
| | | | | Seems like the determinant of the jacobian is ~0, meaning it's not invertible. That means the normals look fucked up.
* 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 gerstner water gimmickyum2024-10-23
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* Add shader inlining toolingyum2024-09-18
| | | | | This should solve the issue of Unity failing to fully recompile my fucking shader.
* 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.