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-rw-r--r--mochie_shadow_caster.cginc21
1 files changed, 11 insertions, 10 deletions
diff --git a/mochie_shadow_caster.cginc b/mochie_shadow_caster.cginc
index 375f078..785c5bd 100644
--- a/mochie_shadow_caster.cginc
+++ b/mochie_shadow_caster.cginc
@@ -120,31 +120,32 @@ float4 frag (v2f i) : SV_Target {
mixOverlayAlbedoRoughnessMetallic(albedo, roughness, metallic, ov, one, overlay_glitter_mask);
#if defined(_RENDERING_CUTOUT)
+#if defined(_FRAME_COUNTER)
+ float frame = floor(_Frame_Counter);
+#else
float frame = 0;
if (AudioLinkIsAvailable()) {
frame = ((float) AudioLinkData(ALPASS_GENERALVU + int2(1, 0)).x);
- } else {
- frame = floor(_Frame_Counter);
}
+#endif // _FRAME_COUNTER
#if defined(_RENDERING_CUTOUT_STOCHASTIC)
float ar = rand2(i.uv0);
clip(albedo.a - ar);
#elif defined(_RENDERING_CUTOUT_IGN)
- float ar = ign_anim(
- floor(tdata.screen_uv_round * _Rendering_Cutout_Noise_Scale) + _Rendering_Cutout_Ign_Seed,
- frame, _Rendering_Cutout_Ign_Speed);
+ float ar = ign(floor(tdata.screen_uv_round * _Rendering_Cutout_Noise_Scale) + _Rendering_Cutout_Ign_Seed);
+ ar = frac(ar + frame * PHI * _Rendering_Cutout_Speed);
clip(albedo.a - ar);
#elif defined(_RENDERING_CUTOUT_NOISE_MASK)
- float ar = frac(
- _Rendering_Cutout_Noise_Mask.SampleLevel(point_repeat_s, tdata.screen_uv * _ScreenParams.xy * _Rendering_Cutout_Noise_Mask_TexelSize.xy, 0)
- + frame * PHI);
- //return float4(ar, ar, ar, 1);
+ float ar = _Rendering_Cutout_Noise_Mask.SampleLevel(point_repeat_s,
+ tdata.screen_uv * _ScreenParams.xy *
+ _Rendering_Cutout_Noise_Mask_TexelSize.xy, 0);
+ ar = frac(ar + frame * PHI * _Rendering_Cutout_Speed);
clip(albedo.a - ar);
#else
clip(albedo.a - _Alpha_Cutoff);
#endif
albedo.a = 1;
-#endif
+#endif // _RENDERING_CUTOUT
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return 0;