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authoryum <yum.food.vr@gmail.com>2024-11-17 01:54:27 -0800
committeryum <yum.food.vr@gmail.com>2024-11-17 01:54:27 -0800
commit2f8b9552ad99c525f02f3c48c4e451fa6d5d44e8 (patch)
tree82517f04b40ca6ce96d7bf761106dea3480d940f /Editor/tooner.cs
parentc9a49e8def64702966afe901624ca85a48bac2f1 (diff)
Add brightness clamping to fog
Use a nice "almost identity" function to create a smooth transition to the clamped value.
Diffstat (limited to 'Editor/tooner.cs')
-rw-r--r--Editor/tooner.cs2
1 files changed, 2 insertions, 0 deletions
diff --git a/Editor/tooner.cs b/Editor/tooner.cs
index df3fa9d..2f87fb3 100644
--- a/Editor/tooner.cs
+++ b/Editor/tooner.cs
@@ -2087,6 +2087,8 @@ public class ToonerGUI : ShaderGUI {
RangeProperty(bc, "Ray origin randomization");
bc = FindProperty("_Gimmick_Fog_00_Lod_Half_Life");
FloatProperty(bc, "LOD half life");
+ bc = FindProperty("_Gimmick_Fog_00_Max_Brightness");
+ RangeProperty(bc, "Max brightness");
bc = FindProperty("_Gimmick_Fog_00_Noise");
TexturePropertySingleLine(
MakeLabel(bc, "3D Noise"),