From bee103e89fc83030bfc0251db5a78bb153042e1f Mon Sep 17 00:00:00 2001 From: yum Date: Fri, 17 Jan 2025 01:13:49 -0800 Subject: 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. --- tooner.shader | 2 ++ 1 file changed, 2 insertions(+) (limited to 'tooner.shader') 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] -- cgit v1.2.3