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Advanced Structure Skins

Compatible with skins created for ButteredLily's Skin Manager.

Advanced Structure Skins allows users to create custom shaders for structures, providing creators with extreme flexibility, albeit also introducing additional complexity and potential incompatibilities.

This mod may remove game functionality, including but not limited to visible grounded effects, grounded vertex offsets and on-collision structure shaking, depending which shaders are used (as these features are implemented in the shader and must be rebuilt by skin creators.)

For Users

Skins are super easy to import and use! This mod uses the same format as existing skins, so it's essentially plug-and-play if you already have ButteredLily's Skin Manager installed.

For those who do not have it installed, here's the folder structure you'll want to create:

RUMBLE
| - UserData
|   | - Skins
|   |   | - StructureName
|   |   |   | - Mat.png
|   |   |   | - Main.png
|   |   |   | - Normal.png
|   |   |   | - Grounded.png

Valid structure names are Disc, Pillar, Ball, Cube, Wall, SmallRock and LargeRock.

Shaders are created by other players and are available in the Rumble Modding Discord. To select the shader you want to use, load into the game and press F10 to view the game UI. From the Mods dropdown, select Advanced Structure Skins to access the following Mod settings:

Use Global Skin: When enabled, all structures will use the same shader (designated by Global Skin Path)

Global Skin Path: The path to the shader used by all structures when Use Global Skin is enabled. myShader will select the shader located at UserData\Skins\myShader.bundle.

Disc Skin path: The path to the shader used by discs when Use Global Skin is disabled. Disc/myShader will select the shader located at UserData\Skins\Disc\myShader.bundle.

Pillar Skin path: The path to the shader used by pillars when Use Global Skin is disabled. Pillar/myShader will select the shader located at UserData\Skins\Pillar\myShader.bundle.

Ball Skin path: The path to the shader used by balls when Use Global Skin is disabled. Ball/myShader will select the shader located at UserData\Skins\Ball\myShader.bundle.

Cube Skin path: The path to the shader used by cubes when Use Global Skin is disabled. Cube/myShader will select the shader located at UserData\Skins\Cube\myShader.bundle.

Wall Skin path: The path to the shader used by walls when Use Global Skin is disabled. Wall/myShader will select the shader located at UserData\Skins\Wall\myShader.bundle.

Small Rock Skin path: The path to the shader used by the small rocks found in the gym when Use Global Skin is disabled. SmallRock/myShader will select the shader located at UserData\Skins\SmallRock\myShader.bundle.

Boulder Skin path: The path to the shader used by boulders when Use Global Skin is disabled. LargeRock/myShader will select the shader located at UserData\Skins\LargeRock\myShader.bundle.

Once you've got your shaders selected in-game, they'll be applied to any newly spawned structure. To reload shaders for all structures, hit F5 on your keyboard. It's worth noting that shader files are cached to help with performance reloading materials for many structures, so they are unfortunately not hot-swappable; this means you'll need to restart your game if you make changes to a shader you've already loaded.

However, shaders you have not loaded yet can be loaded freshly at any time without a restart.

To reset a structure to the default game shader, you can simply set the respective Skin Path to default. This can be done either globally or per-structure. As such, you cannot name a structure skin default.bundle, as it will be replaced by the default shaders.

For Developers

First of all, I've exposed the CustomShaders API in the mod to make it super easy and fast to get the shaders from existing bundles located in the users' Skins folder. At the moment, the SDK only supports overrides targeting structures, but in the future I can probably implement a system for overrides based on GameObject names.

Second of all, the meat and potatoes - How do you make your own shaders?

There's a bunch of useful tools and example shaders in the SDK available on github. The most important of which is the Shader Asset Bundle Builder, which you can access via the Tools tab at the top of the window. It should be relatively straightforward to use if you already know your way around unity.

Next, creating shaders. To make them compatible with the game, you'll need to ensure some of your property names match the game's existing shaders. The most notable of which are:

Texture2D_3812B1EC: Albedo, Base Colour, whatever - this is your colour texture.

Texture2D_2058E65A: Normal map.

Texture2D_8F187FEF: Mat.png - in most skins, green is used to add glossiness and white is used for metallic. I believe it's actually unused/not available in the game anymore, but the mod still supports the Mat.png file.

_FloorHeight: The height (in worldspace) that the floor is at the last time a structure was grounded. Do note, this does not reset when a structure is ungrounded, so it must be used in tandem with _Stable.

_Stable: 0 for ungrounded, 1 for grounded.

_shake: 0 for steady, 1 for shaking.

_shakeAmount, _shakeFrequency: Somewhat self-explanatory, but these values determine how much the verts of the object are offset over time to cause the shake effect on collision with another structure.

The grounded effect is probably the most important part to implement in a shader, since it has some pretty solid gameplay consequences, so I've included a couple helper functions to make life easier when implementing it.

You can include these functions in your HLSL shaders by adding #include "Assets/ExampleShaders/Shaders/AdditionalFunctions/GroundMask.hlsl" to your includes, or in your Shader Graphs by adding a Custom Function node and selecting the GroundMask.hlsl file from the AdditionalFunctions folder. Your Custom Function node will require a Vector3 input taking in the Worldspace Position, 3 float inputs taking in the _FloorHeight, _Stable and a Floor Height Offset, as well as 1 float output, returning white for any surface above the floor. You can name the function either GroundMask or GroundMaskGradient depending on which format suits your needs.

There's also a couple other simple shader examples in the SDK project which should help give some idea on how other shader properties are implemented - it's up to you how you use the tools provided.

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