Phoeboi WK Stamina To Hue
Adds in my own stamina to hue shift shader/material that can be used for White Knuckle hand cosmetics.
By Phoeboi_Solo
| Date uploaded | a week ago |
| Version | 1.1.0 |
| Download link | Phoeboi_Solo-Phoeboi_WK_Stamina_To_Hue-1.1.0.zip |
| Downloads | 503 |
| Dependency string | Phoeboi_Solo-Phoeboi_WK_Stamina_To_Hue-1.1.0 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
Overview
This mod adds in my own shader and material that can be used for White Knuckle hands. Can display stamina as a hue shift effect on the hands, with parameters controlled via the hand's json file.
Use
In the cosmetic hand's cosmetic-handitem-settings.json, include/change the following to be able to use the shader:
"globalMaterialBase": "Item_Hand_Cosmetic_Phoeboi_Stamina_To_Hue_Material",
"forceGlobalMaterialOntoHands": true,
"useCustomStaminaColor": true
Then for shader parameter control, use the stamina color:
"useCustomStaminaOutlineColor": true,
"customStaminaOutlineColor": {
"r": [FORWARD HUE SHIFT],
"g": [BACKWARDS HUE SHIFT],
"b": [QUADRATIC FACTOR],
"a": 1.0
},
FORWARD HUE SHIFT (red channel): How much forward hue shift occurs with stamina loss. 1.0 is a complete forward loop with total stamina drain.
BACKWARD HUE SHIFT (green channel): How much backward hue shift occurs with stamina loss. 1.0 is a complete backward loop with total stamina drain.
QUADRATIC FACTOR (blue channel): Will cause hue shift speed to increase with stamina drain. 0.0 will make hue shift speed stay consistent throughout the stamina drain. EPILEPSY WARNING IF YOU MESS AROUND WITH THIS PARAMETER.
Known Issues (may or may not fix later)
- Custom material does not show up properly in cosmetics menu. Works fine in-game.
CHANGELOG
v1.1.0
- Removed the "sprite flashes white" from Known Issues. Turns out that is just a quirk of base game White Knuckle.
- Mod shader is now built off of current game's shaders, meaning hands react properly to light. No more hand flashbangs. (thank you Holly!)
- Mod shader now does not change outline color, as it uses that for its hue shift parameters.
- Mod now pulls from "assets/[material]" asset bundle filepath instead of "assets/resources/cosmetics/materials/[material]", making it easier for me to create and edit shaders.
- Logs all asset names found in pwks2h.bundle (mainly for debug purposes).