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<title>Tooner.git/shear_math.cginc, branch master</title>
<subtitle>A toon shader for Unity's BIRP.</subtitle>
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<updated>2024-07-13T23:33:25+00:00</updated>
<entry>
<title>Integration pixellation and trochoid shaders</title>
<updated>2024-07-13T23:33:25+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2024-07-13T23:33:25+00:00</published>
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Trochoid is a WIP. Need to do some magic to make it properly shear. In
short: it's currently implemented as a standalone Mesh Renderer object
which I place on my avatar's neck bone. Since its object origin is not
at the hip bone like everything else, it behaves weirdly when shearing.

Solution is to implement it as a regular skinned mesh renderer. Requires
some careful analysis to get right.
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