reze-engine 0.68.0 → 0.68.2

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Files changed (51) hide show
  1. package/README.md +1 -1
  2. package/dist/_dbg-loader.mjs +1100 -0
  3. package/dist/engine.d.ts +114 -0
  4. package/dist/engine.d.ts.map +1 -1
  5. package/dist/engine.js +220 -4
  6. package/dist/index.d.ts +3 -1
  7. package/dist/index.d.ts.map +1 -1
  8. package/dist/index.js +2 -0
  9. package/dist/shaders/passes/aov.d.ts +37 -0
  10. package/dist/shaders/passes/aov.d.ts.map +1 -0
  11. package/dist/shaders/passes/aov.js +180 -0
  12. package/package.json +1 -1
  13. package/src/engine.ts +259 -6
  14. package/src/index.ts +4 -0
  15. package/src/shaders/passes/aov.ts +187 -0
  16. package/dist/graph/presets/pool_floor.d.ts +0 -3
  17. package/dist/graph/presets/pool_floor.d.ts.map +0 -1
  18. package/dist/graph/presets/pool_floor.js +0 -42
  19. package/dist/graph/presets/water.d.ts +0 -3
  20. package/dist/graph/presets/water.d.ts.map +0 -1
  21. package/dist/graph/presets/water.js +0 -31
  22. package/dist/physics/autofit.d.ts +0 -147
  23. package/dist/physics/autofit.d.ts.map +0 -1
  24. package/dist/physics/autofit.js +0 -501
  25. package/dist/shaders/agx-lut.d.ts +0 -11
  26. package/dist/shaders/agx-lut.d.ts.map +0 -1
  27. package/dist/shaders/agx-lut.js +0 -29
  28. package/dist/shaders/dfg_lut.d.ts +0 -3
  29. package/dist/shaders/dfg_lut.d.ts.map +0 -1
  30. package/dist/shaders/dfg_lut.js +0 -129
  31. package/dist/shaders/ltc_mag_lut.d.ts +0 -3
  32. package/dist/shaders/ltc_mag_lut.d.ts.map +0 -1
  33. package/dist/shaders/ltc_mag_lut.js +0 -1033
  34. package/dist/shaders/passes/field-blit.d.ts +0 -26
  35. package/dist/shaders/passes/field-blit.d.ts.map +0 -1
  36. package/dist/shaders/passes/field-blit.js +0 -65
  37. package/dist/shaders/passes/ghosts.d.ts +0 -22
  38. package/dist/shaders/passes/ghosts.d.ts.map +0 -1
  39. package/dist/shaders/passes/ghosts.js +0 -75
  40. package/dist/shaders/passes/ground-noise.d.ts +0 -7
  41. package/dist/shaders/passes/ground-noise.d.ts.map +0 -1
  42. package/dist/shaders/passes/ground-noise.js +0 -88
  43. package/dist/shaders/passes/sim.d.ts +0 -34
  44. package/dist/shaders/passes/sim.d.ts.map +0 -1
  45. package/dist/shaders/passes/sim.js +0 -169
  46. package/dist/shaders/score-api.d.ts +0 -10
  47. package/dist/shaders/score-api.d.ts.map +0 -1
  48. package/dist/shaders/score-api.js +0 -114
  49. package/dist/shaders/shadow-api.d.ts +0 -29
  50. package/dist/shaders/shadow-api.d.ts.map +0 -1
  51. package/dist/shaders/shadow-api.js +0 -112
package/README.md CHANGED
@@ -41,7 +41,7 @@ npm install reze-engine
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  - HDRI worlds (`.hdr`): the sky renders through the same view transform as the scene and lights the cast via spherical-harmonic irradiance — the sun keeps the toon ramp — and a Lit surface reflects it along the reflection vector at a level its smoothness picks, on Unity's mip curve. On a stage a reflection probe stands in, as Unity's does: the stage captured from its middle, GGX-prefiltered and box-projected to its bounds, so a polished floor mirrors the room and a metal mirrors the sky
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  - Positional lights, placed in the scene or emitted by effect shaders — stage rigs, firework bursts, a hand ribbon lighting the dancer as it passes — in Unity's units and by URP's law: no π anywhere, inverse square windowed to zero at the lamp's reach and held flat inside its bulb, up to 256 in a scene; a spot can throw a cookie, its gobo pattern projected along the cone. Every lamp that reaches a Lit surface puts its highlight on it; forty candles on a polished floor are forty glints
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  - Eye tracking: a gaze that follows the camera or a point within the rig's own range, and the cast interface reports where she is looking so an effect can follow it
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- - `setModelDissolve` takes a character apart in her own material — a per-triangle threshold burn with a glowing front, run identically by the colour pass, depth prepass, shadow map and outline hull, so nothing of her is left standing; `setModelPhysicsWhileHidden` keeps a hidden model's cloth moving, so a costume swapped in arrives already in motion
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+ - `setModelDissolve` takes a character apart in her own material — a per-triangle threshold burn with a glowing front, run identically by the colour pass, depth prepass, shadow map and outline hull, so nothing of her is left standing; `setModelPhysicsWhileHidden` keeps a hidden model's cloth moving, so a costume swapped in arrives already in motion; `setModelCastShadow` takes one model out of the shadow map while it still receives everyone else's
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  **Effects**
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