| Commit message (Collapse) | Author | Age |
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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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This should solve the issue of Unity failing to fully recompile my
fucking shader.
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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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