diff --git a/VRSL-DMX:-Creating-Custom-DMX-Shaders.md b/VRSL-DMX:-Creating-Custom-DMX-Shaders.md index 381cf1a..48d3bc8 100644 --- a/VRSL-DMX:-Creating-Custom-DMX-Shaders.md +++ b/VRSL-DMX:-Creating-Custom-DMX-Shaders.md @@ -16,7 +16,13 @@ This file contains a few instanced defined properties, standard defined properti These two are the two properties most important: - `_DMXChannel ("Starting DMX Channel", Int) = 1` - - The `_DMXChannel` instanced property is where you'll set the starting DMX Channel for your DMX shader. DMX Channels start reading from 1, so 1 is the default. + - The `_DMXChannel` instanced property is where you'll set the starting DMX Channel for your DMX shader. DMX Channels start reading from 1, so 1 is the default. This is more of a "raw" channel number and should be used only for world shaders when its controlled by the `VRStageLighting_DMX_Static` script. + +- `_Channel ("Starting DMX Channel", Int) = 1` + - An alternative to "_DMXCHannel" for avatar shaders. Use this to manually set the proper dmx512 channel. + +- `_Universe("Starting DMX Universe", Int) = 1` + - An alternative to "_DMXCHannel" for avatar shaders. Use this in conjunction with `_Channel` to manually set the universe for the dmx512 channel. - `[NoScaleOffset] _DMXGridRenderTexture("DMX Grid Render Texture (To Control Lights)", 2D) = "white" {}` - The `_DMXGridRenderTexture` is where the DMX Grid render texture will actually go. You can find the render textures in: `Packages/com.acchosen.vr-stage-lighting/Runtime/Textures/RTs`. There you can find the horizontal, vertical, and legacy versions of the textures. I recommend using the `DMXRTViewer-Interpolated-Color+Intensity` prefixed render textures as those are the slighting smoothed versions of the RAW render texture counterparts. @@ -67,7 +73,10 @@ The general use case, however, will be to use the `ReadDMX()` function with `Get - Returns a 0-1 value from a specified DMX channel from the provided texture. Use this with `GetDMXChannel()` as input. You can increment `GetDMXChannel()` to get nearby channels to sample from for different properties. It is recommended to use the standard `_DMXGridRenderTexture` as the texture input. - `GetDMXChannel()` - - Returns the instanced DMX channel property of your shader as a uint. + - Returns the instanced DMX channel property of your shader as a uint. Use this for world shaders. + +- `ConvertToRawDMXChannel(int chan, int universe)` + - Returns a conversion of the standard dmx channel and universe properties that you use for avatar shaders. Input the _Channel and _Universe properties to convert it to its "raw" dmx channel format. This is the avatar shader equivalent for `GetDMXChannel()` ## The Standard Functions