From bd414285c4e95dd666f4ab5058b5f2ef993c5699 Mon Sep 17 00:00:00 2001 From: yum Date: Tue, 26 Nov 2024 03:15:12 -0800 Subject: 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. --- Editor/tooner.cs | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'Editor') 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(); -- cgit v1.2.3