diff options
| author | yum <yum.food.vr@gmail.com> | 2024-11-26 03:15:12 -0800 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2024-11-26 03:15:12 -0800 |
| commit | bd414285c4e95dd666f4ab5058b5f2ef993c5699 (patch) | |
| tree | ae59ed9fc8d196bf06ff55cc431f40b2b9af8811 /Editor | |
| parent | 625b8130fd394b1af29e1bee43cb236190666ee5 (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.cs | 5 |
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(); |
