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Timekeeping Improvements and Small Optimizations (#544)
* make BeatActions coroutines instead of componentrs * pooled scheduled sounds implement S' entity seek * remove debug prints from last two changes * implement absolute time tracking implement DSP time resyncing * optimize GameManager * update TMPro * update IDE packages * fix dsp sync making the drift worse * fix issue with the JSL dll * relocate debug print * make scheduled pitch setter functional * any cpu
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@ -4,10 +4,10 @@ Properties {
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_FaceTex ("Fill Texture", 2D) = "white" {}
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
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[HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
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_FaceColor ("Fill Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineTex ("Outline Texture", 2D) = "white" {}
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_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
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_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
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@ -28,12 +28,12 @@ Properties {
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_ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
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_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
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_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
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[HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
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_SpecColor ("Specular Color", Color) = (0,0,0,1)
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_FaceShininess ("Face Shininess", Range(0,1)) = 0
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_OutlineShininess ("Outline Shininess", Range(0,1)) = 0
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[HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowOffset ("Offset", Range(-1,1)) = 0
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_GlowInner ("Inner", Range(0,1)) = 0.05
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_GlowOuter ("Outer", Range(0,1)) = 0.05
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@ -118,7 +118,8 @@ SubShader {
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#pragma multi_compile_shadowcaster
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#include "UnityCG.cginc"
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struct v2f {
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 uv : TEXCOORD1;
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float2 uv2 : TEXCOORD3;
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