EyeballShader(bool isSpawning)
void ProcessHighDetail(RgbDevice device, Fragment fragment, EffectDetailLevel quality, float time)
void UpdateEyelid(float elapsedTime)
readonly UnifiedRandom _random
float _timeUntilPupilMove
readonly bool _isSpawning
readonly Vector4 _eyelidColor
override void Update(float elapsedTime)
static readonly Ring[] Rings
Ring(Vector4 color, float distance)