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authoryum <yum.food.vr@gmail.com>2024-07-13 16:33:25 -0700
committeryum <yum.food.vr@gmail.com>2024-07-13 16:33:25 -0700
commit3dcb2fd0e240f3c0141e65c32bc2c4a7f8e9fd20 (patch)
tree3972c678d7f01022a31c6eadffc1dcff50c9f83c /globals.cginc
parentbf4457b96cd46ed2d3d61bde2eb4d58d3114730b (diff)
Integration pixellation and trochoid shaders
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.
Diffstat (limited to 'globals.cginc')
-rw-r--r--globals.cginc17
1 files changed, 17 insertions, 0 deletions
diff --git a/globals.cginc b/globals.cginc
index 6f7b434..bec4b01 100644
--- a/globals.cginc
+++ b/globals.cginc
@@ -315,6 +315,10 @@ float _Gimmick_Quantize_Location_Audiolink_Strength;
float _Gimmick_Shear_Location_Enable_Static;
float _Gimmick_Shear_Location_Enable_Dynamic;
float4 _Gimmick_Shear_Location_Strength;
+float _Gimmick_Shear_Location_Mesh_Renderer_Fix;
+float4 _Gimmick_Shear_Location_Mesh_Renderer_Offset;
+float4 _Gimmick_Shear_Location_Mesh_Renderer_Rotation;
+float4 _Gimmick_Shear_Location_Mesh_Renderer_Scale;
#endif
#if defined(_GIMMICK_EYES_00)
@@ -322,5 +326,18 @@ float _Gimmick_Eyes00_Enable_Static;
texture2D _Gimmick_Eyes00_Effect_Mask;
#endif
+#if defined(_PIXELLATE)
+float _Gimmick_Pixellate_Enable_Static;
+float _Gimmick_Pixellate_Resolution_U;
+float _Gimmick_Pixellate_Resolution_V;
+texture2D _Gimmick_Pixellate_Effect_Mask;
+#endif
+
+#if defined(_TROCHOID)
+float _Trochoid_R;
+float _Trochoid_r;
+float _Trochoid_d;
+#endif
+
#endif