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Class

ShakeModifier

Per-glyph jitter: each glyph gets a pseudo-random offset and tilt that re-rolls Params.rate times per phase unit. Deterministic — the same phase always renders the same jitter, so scrubbing and rewinding work.

Nested Types

public float Amplitude{ get; set }

Peak positional jitter in pixels.

public float Angle{ get; set }

Peak tilt in degrees. 0 keeps glyphs upright.

public float Rate{ get; set }

Jitter re-rolls per phase unit.

protected string AttributeKey{ get }
protected override ShakeModifier.Params ResolveParams(in RangeApplyContext context)
protected override void OnGlyph(UniTextMeshGenerator gen, int cluster, in ShakeModifier.Params p, float phase)