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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 /tooner.shader | |
| 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 'tooner.shader')
| -rw-r--r-- | tooner.shader | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/tooner.shader b/tooner.shader index b2bdedd..3dad795 100644 --- a/tooner.shader +++ b/tooner.shader @@ -853,6 +853,7 @@ Shader "yum_food/tooner" _Trochoid_Radius_Power("Radius power", Float) = 1.0 _Trochoid_Radius_Scale("Radius scale", Float) = 1.0 _Trochoid_Height_Scale("Height scale", Float) = 1.0 + _Trochoid_Enable_Fragment_Normals("Enable fragment normals", Float) = 1.0 _FaceMeWorldY_Enable_Static("Enable face me gimmick", Float) = 0.0 _FaceMeWorldY_Enable_Dynamic("Enable face me gimmick", Float) = 0.0 @@ -1125,6 +1126,7 @@ Shader "yum_food/tooner" Tags { "LightMode" = "ShadowCaster" } + Cull [_Cull] Stencil { Ref [_Stencil_Ref_Base] |
