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| 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 /tooner_lighting.cginc | |
| 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 'tooner_lighting.cginc')
| -rw-r--r-- | tooner_lighting.cginc | 3 |
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); |
