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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: 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.

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: 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.

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: 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.