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<title>Tooner.git/atrix256.cginc, branch master</title>
<subtitle>A toon shader for Unity's BIRP.</subtitle>
<id>https://git.yummers.dev/Tooner.git/atom?h=master</id>
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<updated>2024-11-26T11:15:12+00:00</updated>
<entry>
<title>Interleaved gradient noise is now parameterized by frame count</title>
<updated>2024-11-26T11:15:12+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2024-11-26T11:15:12+00:00</published>
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<content type='text'>
I'm using an AAP (vrc.school/docs/Other/AAPs/) to create a frame
counter. That frame counter then drives this parameter. Thus the sparkly
pattern won't turn into gross flashing when the framerate is low.

Also add a speed parameter to control IGN.
</content>
</entry>
<entry>
<title>Add noise mask option to cutout shading mode</title>
<updated>2024-11-04T09:04:32+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2024-11-04T09:04:32+00:00</published>
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<content type='text'>
</content>
</entry>
<entry>
<title>Fog uses interleaved gradient noise instead of white noise</title>
<updated>2024-11-03T01:15:00+00:00</updated>
<author>
<name>yum</name>
<email>yum.food.vr@gmail.com</email>
</author>
<published>2024-11-03T01:10:15+00:00</published>
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This lets us use a much higher step size before noise becomes too gross
to look at.
</content>
</entry>
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