Custom VRChat shader, good and bad
So, today I had a great idea for making a custom shader for my VRChat avatar which would make it much easier for me to generate color schemes for my avatar. I called the technique a “Pigment Map,” for lack of a better term; basically I used the four channels of a texture as fuzzy “bits” in a palette lookup, and set things up cleverly so that I could modulate between a bunch of different colors based on surface pigmentation and indirect lookup thereof. The idea is that I wouldn’t need to bake out a bunch of textures for, say, red-and-black plaid, purple plaid, green plaid, etc., and could just have mappings for high-level colorations like plaid, stripes, splotches, and so on. Y'know, as one does.