Steps to Add a New Effect Type
In this section, you will learn how to modify the existing scripts to tailor RSM to your specific needs.
Create a Coroutine Method
private IEnumerator Flashing(ShaderControlConfig config)
{
//Your logic here
yield return null;
}Update HandleEffect() Method
private IEnumerator HandleEffect(ShaderControlConfig config,
ShaderChangeType changeType)
{
yield return changeType switch
{
//Other ShaderChangeTypes (Incremental, Decremental,... etc...)
ShaderChangeType.Flashing => Flashing(config), //Add your ShaderChangeType like this.
_ => null
};
//Other logic
yield break;
}Add to the Enum
(Optional) Update the Editor Script
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