Squish
Squish is a unique shader effect that causes the mesh to compress in reaction to a colliding penetrator, such as a glass plane.
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.
Animation Toggle
Type: Toggle
This checkbox allows toggling Squish at runtime.
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: Vector
Sets the collision size to use with Squish. This value must match the same dimensions as the Orifice penetrator.
Squish Strength
Type: Float, Range:0.0 - 1.0
Configures the total strength of the Squish effect. For the full effect, this should be set to 1.
Squish Spread
Type: Float, Range:-1.0 - 1.0
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: Float, Range:0.1 - 1.0
Controls how much the mesh is penetrated by the orifice.
Squish Falloff
Type: Float, Range:0.1 - 1.0
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.
If this value is not adjusted carefully (especially on the Body), ugly clipping issues can occur!
Color Gradient
Type: Color Gradient Texture (sRGB = 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.
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: Float, Range:-2.0 - 0.0
Minimum starting point to use for the Color Gradient.
Gradient Max
Type: Float, Range:0.0 - 4.0
Maximum ending point to use for the Color Gradient.
Gradient Intensity
Type: Float, Range:0.0 - 5.0
Sets how intense the Color Gradient should appear.
Masking
Squish Mask
Type: Data Texture (sRGB = 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:Off/1R/1G/1B/1A/2R/2G/2B/2A/3R/3G/3B/3A/4R/4G/4B/4A
If set, will write the Squish Mask to the chosen Global Mask channel.
Blending
Replace
Type: Float, Range:0.0 - 1.0
Replace blending modifier to use.
Multiply
Type: Float, Range:0.0 - 1.0
Multiplicative blending modifier to use.
Unlit Add
Type: Float, Range:0.0 - 1.0
Unlit blending modifier to use.