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| author | yum <yum.food.vr@gmail.com> | 2025-01-17 01:13:49 -0800 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2025-01-17 01:13:49 -0800 |
| commit | bee103e89fc83030bfc0251db5a78bb153042e1f (patch) | |
| tree | 5298edf99718d13d64d69efe2a0ff63bed1337b4 /Editor/tooner.cs | |
| parent | b28359aefb16151c7c835dadfe27b969ea8fe702 (diff) | |
Use quad intrinsics to compute trochoid normals
Simple algo. Use quad intrinsics to get neighboring pixels' (x & y)
positions in trochoid space. Compute tangent and bitangent from that.
Then normal as cross product. There's some artifacting on diagonal
boundaries.
Diffstat (limited to 'Editor/tooner.cs')
| -rw-r--r-- | Editor/tooner.cs | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/Editor/tooner.cs b/Editor/tooner.cs index 0d15a3a..310cfa6 100644 --- a/Editor/tooner.cs +++ b/Editor/tooner.cs @@ -1990,6 +1990,13 @@ public class ToonerGUI : ShaderGUI { bc = FindProperty("_Trochoid_Height_Scale"); FloatProperty(bc, "Height scale"); + bc = FindProperty("_Trochoid_Enable_Fragment_Normals"); + enabled = (bc.floatValue != 0.0); + EditorGUI.BeginChangeCheck(); + enabled = Toggle("Enable fragment normals", enabled); + EditorGUI.EndChangeCheck(); + bc.floatValue = enabled ? 1.0f : 0.0f; + EditorGUI.indentLevel -= 1; } |
