Revert "feat(ugc): glitter flecks still by default"

This reverts commit 752c918311.
This commit is contained in:
Aaron Kimbrell
2026-09-28 13:51:54 -05:00
parent fa563a558a
commit e0ccd3a016
4 changed files with 5 additions and 6 deletions

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@@ -468,7 +468,7 @@ namespace {
c.Add(Text(UGC, "glitter_colors", "Glitter colors", "LEGO color ids drawn as glitter whatever their Materials.xml type, comma separated: by default 114,117, which LEGO's color data calls glitter and the client's Materials.xml plain plastic (none: no colors).", "114,117"));
c.Add(Float(UGC, "glitter_size", "Glitter tile size", "The fleck texture's tile in model units (a stud is 0.8): how far apart the flecks are, the same on every brick.", "1.6", 0.1f, 100));
c.Add(Int(UGC, "glitter_density", "Glitter flecks", "Flecks in one tile of the glitter texture.", "50", 0, 2000));
c.Add(Float(UGC, "glitter_speed", "Glitter speed", "How fast the flecks drift: 0 (the default) keeps them still, like the flecks set in glitter plastic; 1 moves them a tile in 7 s one way and 11 s the other.", "0", 0, 100));
c.Add(Float(UGC, "glitter_speed", "Glitter speed", "How fast the flecks drift: 1 moves them a tile in 7 s one way and 11 s the other; 0 keeps them still.", "1", 0, 100));
c.Add(Text(UGC, "satin_colors", "Satin colors", "Satin (opal) color ids, comma separated: they stay transparent plastic (the client has no satin shader) but are made milky and less see-through. By default LEGO's satin colors 360,362,363,364,365,366,367,376 (none: off)." + notLive, "360,362,363,364,365,366,367,376"));
c.Add(Float(UGC, "satin_opacity", "Satin opacity", "Percent: the opacity of transparent satin bricks, instead of the transparent opacity.", "75", 0, 100));
c.Add(Float(UGC, "satin_whiten", "Satin whitening", "Percent: how far satin colors go towards white.", "20", 0, 100));

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@@ -121,7 +121,7 @@ namespace {
settings.shaders.glitter = std::min(Setting<uint32_t>("shader_glitter", 21), 9999u);
settings.shaders.glitterParams.tile = std::clamp(Setting<float>("glitter_size", 1.6f), 0.1f, 100.0f);
settings.shaders.glitterParams.flecks = std::min(Setting<uint32_t>("glitter_density", 50), 2000u);
settings.shaders.glitterParams.speed = std::clamp(Setting<float>("glitter_speed", 0.0f), 0.0f, 100.0f);
settings.shaders.glitterParams.speed = std::clamp(Setting<float>("glitter_speed", 1.0f), 0.0f, 100.0f);
// Which Materials.xml MaterialTypes are metal, brushed steel and glitter
for (const auto& [key, look] : { std::pair{ "metal_material_types", UgcModel::eLook::METAL }, std::pair{ "brushed_material_types", UgcModel::eLook::BRUSHED },
std::pair{ "glitter_material_types", UgcModel::eLook::GLITTER } }) {

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@@ -237,7 +237,7 @@ all of its levels, so each look needs a group of its own.
| `glitter_colors` | 114,117 | LEGO color ids that are glitter whatever their type (as `brushed_colors`). The default: the two colors LEGO's own color data (Studio's color categories, "Glitter Colors") files as glitter that the client's Materials.xml types `shinyPlastic` (114 Tr. Medium Reddish-Violet w. Glitter, 117 Transparent Glitter). |
| `glitter_size` | 1.6 | The glitter texture's tile, in model units (a stud is 0.8): the flecks' spacing, the same on every brick. |
| `glitter_density` | 50 | Flecks in one tile. |
| `glitter_speed` | 0 | How fast the flecks drift: 0 keeps them still (no controllers), like the flecks set in glitter plastic (the shader can't make them catch the light by view angle); 1 moves them a tile in U in 7 s and in V in 11 s. |
| `glitter_speed` | 1 | How fast the flecks drift: a tile in U in 7 s and in V in 11 s at 1; 0 keeps them still (no controllers). |
| `satin_colors` | 360,362,363,364,365,366,367,376 | Satin (opal) colors, see Satin below. The default: LEGO's color data's "Satin Colors" category (the Transparent ... Opal colors). Empty: the default; `none`: off. |
| `satin_opacity` | 75 | Percent: the vertex alpha of transparent satin bricks, instead of `transparent_opacity` or the Materials.xml alpha. |
| `satin_whiten` | 20 | Percent: how far satin colors are moved towards white (in linear RGB, after the color variation). |

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@@ -94,8 +94,7 @@ brushed_colors=298,300,1002,1004
# transparent ones, S<id>_GlitterAlpha_Model: 21 is LEGO-AnimUV, which lays a white fleck texture stored in the .nif
# over the color and moves it. 0: off, glitter stays plastic.
# glitter_size: the fleck texture's tile in model units (a stud is 0.8); glitter_density: flecks in a tile;
# glitter_speed: 0 (the default) keeps the flecks still, like those set in glitter plastic; 1 moves them a tile in
# 7 s one way and 11 s the other.
# glitter_speed: 1 moves the flecks a tile in 7 s one way and 11 s the other, 0 keeps them still.
# glitter_colors: LEGO color ids that are glitter whatever their type (empty: the default, 114,117, which LEGO's color
# data calls glitter; none: no colors)
shader_glitter=21
@@ -103,7 +102,7 @@ glitter_material_types=glitter
glitter_colors=114,117
glitter_size=1.6
glitter_density=50
glitter_speed=0
glitter_speed=1
# Satin (opal) colors stay transparent plastic (the client has no satin shader) but are made milky:
# satin_colors: color ids (empty: the default, LEGO's satin colors 360,362,363,364,365,366,367,376; none: off),
# satin_opacity: their transparent bricks' opacity in percent (instead of transparent_opacity),