So, I've made a fork that fixes some issues for Blender 5: gitlab.com/Rikketh/gret
LMK if something else's broken, or make PRs with fixes.
So, I've made a fork that fixes some issues for Blender 5: gitlab.com/Rikketh/gret
LMK if something else's broken, or make PRs with fixes.
Switching to centroid-sampled normal interpolator for areas with large enough error seems to be a good enough fix, though. Same works with texcoord1 & texcoord2, not affecting authored UVs visibly.
Switching to centroid-sampled normal interpolator for areas with large enough error seems to be a good enough fix, though. Same works with texcoord1 & texcoord2, not affecting authored UVs visibly.
Since it's driven by a texture over texcoord0 one can swap it for solid pink to give someone a heart attack.
Since it's driven by a texture over texcoord0 one can swap it for solid pink to give someone a heart attack.
A really funny idea is to link veins intensity to SteamVR's session duration.
Music: paulwolinski.bandcamp.com/track/fracta...
A really funny idea is to link veins intensity to SteamVR's session duration.
Music: paulwolinski.bandcamp.com/track/fracta...
When generating tangent space in fragment shader, manually scale converted coordinates by unity_ObjectToWorld's lengths, as interpolators only scale once--through NDC stage. This also takes care of tangent view direction for parallax occlusion.
When generating tangent space in fragment shader, manually scale converted coordinates by unity_ObjectToWorld's lengths, as interpolators only scale once--through NDC stage. This also takes care of tangent view direction for parallax occlusion.
Can't escape aim constraints, unfortunately, but it does the trick well, and allows you to adjust where the constraint flips.
Can't escape aim constraints, unfortunately, but it does the trick well, and allows you to adjust where the constraint flips.