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authoryum <yum.food.vr@gmail.com>2024-11-26 03:15:12 -0800
committeryum <yum.food.vr@gmail.com>2024-11-26 03:15:12 -0800
commitbd414285c4e95dd666f4ab5058b5f2ef993c5699 (patch)
treeae59ed9fc8d196bf06ff55cc431f40b2b9af8811 /Editor
parent625b8130fd394b1af29e1bee43cb236190666ee5 (diff)
Interleaved gradient noise is now parameterized by frame count
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.
Diffstat (limited to 'Editor')
-rw-r--r--Editor/tooner.cs5
1 files changed, 5 insertions, 0 deletions
diff --git a/Editor/tooner.cs b/Editor/tooner.cs
index 3a158c8..3453e4d 100644
--- a/Editor/tooner.cs
+++ b/Editor/tooner.cs
@@ -2518,10 +2518,15 @@ public class ToonerGUI : ShaderGUI {
} else if (cmode == CutoutMode.InterleavedGradientNoise) {
bc = FindProperty("_Rendering_Cutout_Ign_Seed");
FloatProperty(bc, "Seed");
+ bc = FindProperty("_Rendering_Cutout_Ign_Speed");
+ FloatProperty(bc, "Speed");
}
EditorGUI.indentLevel -= 1;
}
+ bc = FindProperty("_Frame_Counter");
+ FloatProperty(bc, "Frame counter");
+
bc = FindProperty("_Cull");
UnityEngine.Rendering.CullMode cull_mode = (UnityEngine.Rendering.CullMode) bc.floatValue;
EditorGUI.BeginChangeCheck();