diff options
| author | yum <yum.food.vr@gmail.com> | 2024-07-13 16:33:25 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2024-07-13 16:33:25 -0700 |
| commit | 3dcb2fd0e240f3c0141e65c32bc2c4a7f8e9fd20 (patch) | |
| tree | 3972c678d7f01022a31c6eadffc1dcff50c9f83c /globals.cginc | |
| parent | bf4457b96cd46ed2d3d61bde2eb4d58d3114730b (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.cginc | 17 |
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 |
