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authoryum <yum.food.vr@gmail.com>2024-05-13 10:53:20 -0700
committeryum <yum.food.vr@gmail.com>2024-05-13 10:53:20 -0700
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+## Tooner
+
+A toon shader for VRChat.
+
+Features:
+* PBR
+* Decals
+* Reflection probe override
+* Min/max brightness
+* Emissions
+* Flat/realistic normals
+* Matcaps
+* Rim lighting
+* Outlines
+* Glitter
+* Explosion
+* Geometry scroll (similar to Poiyomi's shatterwave)
+* UV scroll
+* OKLCH color adjustment
+* Clones
+* Opaque, cutout, fade rendering modes
+* Back/front/no culling modes
+* LTCGI
+* Shadow caster pass
+* Extensive use of variants to minimize performance cost
+
+Disclaimers:
+1. This is a WIP.
+2. I am not a graphics expert.
+3. Stability is a non-goal. Keywords are likely to change in the interest of
+ performance and simplicity.
+
+Strawman FAQ
+
+1. Why create another toon shader?
+
+To deepen my understanding of lighting and to have a "simple" foundation on
+top of which to create bespoke shader effects. lilToon and Poiyomi are both way
+too fucking huge and complicated to fit my needs.
+
+2. Does it work?
+
+Sort of. I haven't implemented shadow receiving yet, so some water effects are
+fucked up.
+
+3. Is it optimized?
+
+Sort of. I haven't benchmarked it. I know it's slower than Poiyomi.
+
+I use keywords on every feature so it shouldn't be obscenely bad. But I haven't
+gotten to the point of like, deduplicating all computation and shoving as much
+as possible into the vertex shader. So it's like. Sort of optimized.
+
+I'd like to strike a balance between performance and readability. Since it's
+mostly for *my* use, I don't feel a need to make it totally optimal.
+
+4. Demos?
+
+This avatar uses it: [gumroad](https://yumfood.gumroad.com/l/lychee).
+
+I'm working on a world but haven't published yet.
+
+Will update this section with real demos later.
+