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VFX Toolkit
  • What is All In 1 VFX Toolkit
  • Overview
  • Setup and Render Pipelines
  • First Steps (Must Read)
  • Asset Component Features
  • Shader Structure and Usage
  • Advanced Configuration and Key Rendering Concepts
  • Particle System Helper Component
  • Asset Window
  • Textures Setup
  • Saving Prefabs
  • Screen Distortion and Creating Distortion Maps
  • Custom Vertex Streams and Custom Data Auto Setup
  • How to Animate Materials
  • Custom Scaled Time
  • Scripting
  • Visual Effect Graph (Vfx Graph)
  • How to Enable/Disable Effects at Runtime
  • Random Seed
  • Render Material To Image
  • Premade Textures, Meshes and Materials
  • Helper Scripts and Other Utilities
  • Lit Shader
  • Effects and Properties Breakdown
  • Custom Gradient Property Drawer
  • Running out of Shader Keywords
  • Considerations
  • FAQ (Frequently Asked Questions)
  • Credits
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Random Seed

PreviousHow to Enable/Disable Effects at RuntimeNextRender Material To Image

Last updated 7 months ago

The asset shader has a random seed property (_TimingSeed). This property will give some variation to the material. Different seed values will cause different scrolling, rotations and distortions on the shader, therefore causing a visual distinction between the same materials with different seeds. This can help avoid repetition in between particles using the same Material or meshes using the same Material.

For Particle Systems you can add the Particle System Helper Component (see it’s section of the documentation) and press the Custom Data Auto Setup button. The 0 to 100 X axis property of the Custom Data section of the Particle System is the random timing seed:

For Meshes you can just add the All1VfxRandomTimeSeed script to the GameObject and the Random seed will be assigned on start. Note that the shader is prepared to GPU instance this property, so you could enable GPU Instancing in the Material Inspector Advanced Configuration and the instancing won’t break even if you use this script on all mesh instances.