I imagine you could pause the simulation, which will stop the wind and foliage effects (the ropes bounce around due to a cable but that still seems to be around.) They’re probably not contributing very much to CPU overhead though, as the foliage transforms are done on the GPU.
I still don’t seem to have done a basic setup tutorial on the website, I don’t know how I keep forgetting. I’ll write one on the site quickly now, but here’s the overview:
- Create a post-process volume in your world
- Set the post-process volume to be “Unbound” near the bottom of its details pane
- Just above that, expand out the “Blendables” section under “Misc”
- Assign a new blendable item to the blendables list on your post-processing volume and select one of the Presets, such as “CelShaderDirtyManga”
That’s all you have to do as the shader is a post-process effect. You can edit the material instance for the CelShader preset you’ve chosen to adjust its settings.
If you’re looking at the sample island, there is already a post-processing volume named “CelShading Volume” or something similar that you can look at for an example.
Edit: good news, I’m just getting forgetful. There’s a getting started guide on this page that I’ve just updated with marketplace asset instructions: http://skull.co.nz/the-advanced-cel-shader-pack/