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#include "../state.frag"
USE_TEXTURE2D(tMaskMap); //srgb name "Mask Map"
uniform int uRed; //Bool name "Red Mask" default 0
uniform int uGreen; //Bool name "Green Mask" default 0
uniform int uBlue; //Bool name "Blue Mask" default 0
uniform int uAlpha; //Bool name "Alpha Mask" default 0
uniform int uInvert; //Bool name "Invert Mask" default 0
uniform float uHue; // name "Hue" default 1
uniform float uSat; // name "Saturation" default 1
@chrisperrella
chrisperrella / Tech Art Expectations
Last active July 13, 2023 17:48
Tech Art Expectations
There are a handful of different specializations under the ‘Tech Art’ umbrella, the first step would be to identify what area interests them. Below are different specializations and what skills I would expect for each discipline.
Technical Animator (TD at IG)
This role is for an individual interested in empowering Animators. Physics, jiggle, muscle deformation and cloth simulation are particular areas that would be explored in this role. A portfolio would show the following:
• Understanding of Rigging
• Understanding of OpenMaya/PyMEL/MEL/Python
• Understanding of Mocap Pipelines
Technical Artist (Rendering)
@chrisperrella
chrisperrella / Second UV Albedo Toolbag Shader
Last active April 1, 2024 17:00
A custom shader for Marmoset Toolbag 3 that uses the second uv set for the Albedo subroutine.
#include "data/shader/mat/state.frag"
void AlbedoMapUV2( inout FragmentState s )
{
s.albedo = textureMaterial( tAlbedoMap, s.vertexTexCoordSecondary );
s.albedo.xyz *= uAlbedoMapColor;
}
#ifdef Albedo
#undef Albedo