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authoryum <yum.food.vr@gmail.com>2024-07-09 13:36:56 -0700
committeryum <yum.food.vr@gmail.com>2024-07-09 13:36:56 -0700
commitc9c6cbbe7ad1cd904c1b999d7820a1940f507833 (patch)
tree4d4b12a285cdf608dfe4d17765bab87fabdbed2e /tooner.shader
parenta445f2bce613757ae04927c19d36bd473ff22522 (diff)
Add matcap and vertex location quantization
matcap quantization simply quantizes matcap colors to a configurable # of equal-sized steps. vertex location quantization snaps each vertex location to a quantized location in object space. You can control the direction relative to the mesh normal that this quantization occurs. So if you have skintight clothing, set base direction to -1 and clothing direction to 1. Then skin will quantize inwards, and clothing will quantize outwards. Areas of high curvature (s.a. nips) may still cause problems, so I also added a mask feature. Finally, fix an issue where exploding the mesh causes outlines to appear at the world origin.
Diffstat (limited to 'tooner.shader')
-rw-r--r--tooner.shader12
1 files changed, 12 insertions, 0 deletions
diff --git a/tooner.shader b/tooner.shader
index 5a0fea4..487bf5e 100644
--- a/tooner.shader
+++ b/tooner.shader
@@ -151,6 +151,7 @@ Shader "yum_food/tooner"
_Matcap0Mode("Matcap mode", Float) = 0
_Matcap0Str("Matcap strength", Float) = 1
_Matcap0Emission("Matcap emission", Float) = 0
+ _Matcap0Quantization("Matcap quantization", Float) = -1
_Matcap0Distortion0("Matcap distortion0", Float) = 0
_Matcap1("Matcap", 2D) = "black" {}
@@ -159,6 +160,7 @@ Shader "yum_food/tooner"
_Matcap1Mode("Matcap mode", Float) = 0
_Matcap1Str("Matcap strength", Float) = 1
_Matcap1Emission("Matcap emission", Float) = 0
+ _Matcap1Quantization("Matcap quantization", Float) = -1
_Matcap1Distortion0("Matcap distortion0", Float) = 0
_Rim_Lighting0_Enabled("Enable rim lighting", Float) = 0
@@ -234,6 +236,16 @@ Shader "yum_food/tooner"
_Gimmick_Flat_Color_Enable_Dynamic("Enable flat color gimmick", Float) = 0.0
_Gimmick_Flat_Color_Color("Flat color gimmick color", Color) = (0, 0, 0, 1)
_Gimmick_Flat_Color_Emission("Flat color gimmick emission", Color) = (0, 0, 0, 1)
+
+ _Gimmick_Quantize_Location_Enable_Static("Enable quantize location gimmick", Float) = 0.0
+ _Gimmick_Quantize_Location_Enable_Dynamic("Enable quantize location gimmick", Float) = 0.0
+ _Gimmick_Quantize_Location_Precision("Enable quantize location precision", Float) = 100.0
+ _Gimmick_Quantize_Location_Direction("Enable quantize location direction", Float) = 1.0
+ _Gimmick_Quantize_Location_Mask("Enable quantize location mask", 2D) = "white" {}
+
+ _Gimmick_Vertex_Normal_Slide_Enable_Static("Enable vertex normal slide", Float) = 0.0
+ _Gimmick_Vertex_Normal_Slide_Enable_Dynamic("Enable vertex normal slide", Float) = 0.0
+ _Gimmick_Vertex_Normal_Slide_Distance("Vertex normal slide distance", Float) = 0.01
}
SubShader
{