feat(ugc): glitter flecks still by default

Glitter plastic has its flecks set in it; they catch the light as the view
moves, which LEGO-AnimUV can't do (it can only slide the texture). Drifting
flecks read as something flowing over the brick, so glitter_speed defaults
to 0: still flecks and no controllers. 1 and up still drift.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-28 13:51:23 -05:00
parent d817697ab2
commit fa563a558a
4 changed files with 6 additions and 5 deletions

View File

@@ -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", 1.0f), 0.0f, 100.0f);
settings.shaders.glitterParams.speed = std::clamp(Setting<float>("glitter_speed", 0.0f), 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 } }) {