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authoryum <yum.food.vr@gmail.com>2023-01-26 13:09:44 -0800
committeryum <yum.food.vr@gmail.com>2023-01-26 13:50:40 -0800
commitaa3e81f0688e870fca46c6908a5e5bf460702c9c (patch)
treedfafa87abad795d658d5aa21472972c2883ae1eb /Shaders/TaSTT_template.shader
parentc4783db717ad87d3642c1ac1192ba34331e37557 (diff)
Correct ddx/ddy calculation
Need to calculate this in the space of letter UVs, not the overall text box UV space, in order for the correct mip maps to be chosen. * Expose dithering as a toggle in the shader * Actually generate mipmaps * Fine-tune mipmapBias for legibility
Diffstat (limited to 'Shaders/TaSTT_template.shader')
-rw-r--r--Shaders/TaSTT_template.shader2
1 files changed, 2 insertions, 0 deletions
diff --git a/Shaders/TaSTT_template.shader b/Shaders/TaSTT_template.shader
index f30fc44..e6fd50e 100644
--- a/Shaders/TaSTT_template.shader
+++ b/Shaders/TaSTT_template.shader
@@ -18,6 +18,8 @@
[MaterialToggle] Enable_Margin_Effect_Squares(
"Enable margin effect: Squares", float) = 0
+ [MaterialToggle] Enable_Dithering("Enable font dithering", float) = 1
+
[MaterialToggle] Use_Custom_Background("Enable custom background", float) = 0
Custom_Background("Custom background", 2D) = "black" {}