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authoryum <yum.food.vr@gmail.com>2025-01-17 01:13:49 -0800
committeryum <yum.food.vr@gmail.com>2025-01-17 01:13:49 -0800
commitbee103e89fc83030bfc0251db5a78bb153042e1f (patch)
tree5298edf99718d13d64d69efe2a0ff63bed1337b4 /tooner.shader
parentb28359aefb16151c7c835dadfe27b969ea8fe702 (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.shader2
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]