diff options
| author | yum <yum.food.vr@gmail.com> | 2024-07-09 13:36:56 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2024-07-09 13:36:56 -0700 |
| commit | c9c6cbbe7ad1cd904c1b999d7820a1940f507833 (patch) | |
| tree | 4d4b12a285cdf608dfe4d17765bab87fabdbed2e /tooner.shader | |
| parent | a445f2bce613757ae04927c19d36bd473ff22522 (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.shader | 12 |
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 { |
