diff options
| author | yum <yum.food.vr@gmail.com> | 2025-10-28 16:07:36 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2025-10-28 17:19:38 -0700 |
| commit | fd370eab7e4959895763514526efc878e53d4886 (patch) | |
| tree | 5ecb9f4d1710f737f96f68a6ab7d7b80e5d6c4d0 /3ner.shader | |
| parent | 0af84f011446496dd85a1cc6b139121ac99b139b (diff) | |
add logical time feature
the idea is that a remote piece of software s.a. TiXL sends in its
logical time every once in a while. udon recovers it, interpolates
and smooths it, and feeds it to the shader. Anything which is periodic
on units of 1.0 "seconds" retains its periodicity under changes to the
rate of passage of time.
Diffstat (limited to '3ner.shader')
| -rw-r--r-- | 3ner.shader | 10 |
1 files changed, 8 insertions, 2 deletions
diff --git a/3ner.shader b/3ner.shader index 982faa7..457168b 100644 --- a/3ner.shader +++ b/3ner.shader @@ -43,7 +43,6 @@ Shader "yum_food/3ner" //ifex _Geometry_Shader_Enabled==0 [HideInInspector] m_start_Geometry_Shader("Geometry Shader", Float) = 0 [ThryToggle(_GEOMETRY_SHADER)] _Geometry_Shader_Enabled("Enable", Float) = 0 - //ifex _Center_Offset_Enabled==0 [HideInInspector] m_start_Center_Offset("Center offset", Float) = 0 [ThryToggle(_CENTER_OFFSET)] _Center_Offset_Enabled("Enable", Float) = 0 @@ -51,13 +50,20 @@ Shader "yum_food/3ner" _Center_Offset_Factor("Factor", Range(-1, 1)) = 1 [HideInInspector] m_end_Center_Offset("Center offset", Float) = 0 //endex - [HideInInspector] m_end_Geometry_Shader("Geometry Shader", Float) = 0 //endex + //ifex _Logical_Time_Enabled==0 + [HideInInspector] m_start_Logical_Time("Logical Time", Float) = 0 + [ThryToggle(_LOGICAL_TIME)] _Logical_Time_Enabled("Enable", Float) = 0 + _Logical_Time("Time", Float) = 0 + [HideInInspector] m_end_Logical_Time("Logical Time", Float) = 0 + //endex + //ifex _Vertex_Deformation_Enabled==0 [HideInInspector] m_start_Vertex_Deformation("Vertex Deformation", Float) = 0 [ThryToggle(_VERTEX_DEFORMATION)] _Vertex_Deformation_Enabled("Enable", Float) = 0 + [ThryToggle(_VERTEX_DEFORMATION_FRAGMENT_NORMALS)] _Vertex_Deformation_Fragment_Normals_Enabled("Fragment normals", Float) = 0 [ThryToggle(_VERTEX_DEFORMATION_TESSELLATION)] _Vertex_Deformation_Tessellation_Enabled("Tesellation support", Float) = 1 |
