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authoryum <yum.food.vr@gmail.com>2025-10-28 16:07:36 -0700
committeryum <yum.food.vr@gmail.com>2025-10-28 17:19:38 -0700
commitfd370eab7e4959895763514526efc878e53d4886 (patch)
tree5ecb9f4d1710f737f96f68a6ab7d7b80e5d6c4d0 /3ner.shader
parent0af84f011446496dd85a1cc6b139121ac99b139b (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.shader10
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