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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 /tooner_lighting.cginc
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 'tooner_lighting.cginc')
-rw-r--r--tooner_lighting.cginc3
1 files changed, 2 insertions, 1 deletions
diff --git a/tooner_lighting.cginc b/tooner_lighting.cginc
index cfe8f32..8c183ae 100644
--- a/tooner_lighting.cginc
+++ b/tooner_lighting.cginc
@@ -1798,7 +1798,8 @@ float4 effect(inout v2f i, out float depth)
float ar = rand2(i.uv0);
clip(albedo.a - ar);
#elif defined(_RENDERING_CUTOUT_IGN)
- float ar = ign_anim(tdata.screen_uv_round+_Rendering_Cutout_Ign_Seed);
+ float ar = ign_anim(tdata.screen_uv_round + _Rendering_Cutout_Ign_Seed,
+ floor(_Frame_Counter), _Rendering_Cutout_Ign_Speed);
clip(albedo.a - ar);
#elif defined(_RENDERING_CUTOUT_NOISE_MASK)
float ar = _Rendering_Cutout_Noise_Mask.SampleLevel(point_repeat_s, tdata.screen_uv * _ScreenParams.xy * _Rendering_Cutout_Noise_Mask_TexelSize.xy, 0);