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Version: 10.0

Squish

Squish is a unique shader effect that causes the mesh to compress in reaction to a colliding penetrator, such as a glass plane.

Pro Feature
Requires Orifice

In order to use Squish, an Orifice penetrator must be present in the Scene. Use the SquishGlass Prefab found under Assets/_PoiyomiShaders/Prefabs to test the effect.

Basic demonstration of the Squish effect against an Orifice penetrator plane.

Animation Toggle​

Type
Toggle

This checkbox allows toggling Squish at runtime.

tip

Squish is enabled by default. To turn off Squish in-game, you need to animate this Toggle (checkbox) when creating toggles for Squish on this Material. Animating the Section Header will not work!

Collider Size​

Type
Vector2

Sets the collision size to use with Squish. This value must match the same dimensions as the Orifice penetrator.

Squish Strength​

Type
Range
Range
0to1

Configures the total strength of the Squish effect. For the full effect, this should be set to 1.

Squish Spread​

Type
Range
Range
-1to1

Sets the spreading of the Squish across the penetrated area. This will impact how the mesh appears when it is squished by the orifice.

Max Squish​

Type
Range
Range
0.1to1

Controls how much the mesh is penetrated by the orifice.

Squish Falloff​

Type
Range
Range
0.1to1

Controls the falloff range of the penetrated mesh area.

Z-Clipping Fix​

Type
Float

This value controls the Z-clipping factor of the penetrated mesh. For the most part, this should be kept at it's default.

Be Careful When Adjusting This Value

If this value is not adjusted carefully (especially on the Body), ugly clipping issues can occur!

Color Gradient​

Type
Texture Slot
Accepts
Gradient texturesRGB On

Color Gradient texture to use on the mesh when the mesh is being penetrated by the orifice. This is optional.

This texture can be edited using the Thry Gradient Editor by clicking the checkerboard (if no texture is defined) to the right of the texture slot.

note

When editing the Color Gradient using the Gradient Editor, your changes will be saved in the Assets/textures/Gradients folder in Unity with a unique identifier. If this folder doesn't exist, it will be generated automatically upon saving.

Gradient Min​

Type
Range
Range
-2to0

Minimum starting point to use for the Color Gradient.

Gradient Max​

Type
Range
Range
0to4

Maximum ending point to use for the Color Gradient.

Gradient Intensity​

Type
Range
Range
0to5

Sets how intense the Color Gradient should appear.

Masking​

Squish Mask​

Type
Texture Slot
Accepts
Data texturesRGB Off

Mask texture slot to isolate specific areas that the orifice should only affect when the mesh is penetrated.

Write to Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

If set, will write the Squish Mask to the chosen Global Mask channel.

Blending​

Replace​

Type
Range
Range
0to1

Replace blending modifier to use.

Multiply​

Type
Range
Range
0to1

Multiplicative blending modifier to use.

Unlit Add​

Type
Range
Range
0to1

Unlit blending modifier to use.