Mario Galaxy-style velvet shader?

eyy, sorry, it’s sync-video, not video-sync. When was the last time I used this ? :open_mouth:

Did you remove all k_facingRatioPower in the shader ? If so, you’re no longer able to adjust it’s intensity by using a scalar multiplier. Instead, you should have several sets of cubemaps, from dark to bright, and pass the appropriate one to the shader, using setShaderInput.
It’s great seeing it run fast on yours. I should’ve vaporized mine.

no, I didn’t change anything in the shader. I can still adjust the value in PyPE just not in Panda.

Ok, I disabled the frame rate limit and it gets between 30-95 fps but never drops below 30, depending on whether I’m pulled back far enough to view the whole scene or zoomed in on just a few of the characters. All of the characters have bones, as well, with 2 512x512 and 2 1024x1024 textures loaded. No animations, though, which I guess would also affect things.

I tried that one and it works fine. Two things. 1: How can I make the outline thinner? 2: How do I achieve an effect, where there’s only an outline in the direction of an input light, and none where there is no input light?

increase the facing ratio power in the vertex shader.

l_smooth is the one responsible for smooth lighting.
Use it to also fade the effect, multiply the environment light color with it.

  o_color = float4( l_smooth * lerp(tex.rgb, k_envirLightColor.rgb, l_facingRatio) , tex.a );