I can’t be sure if this is what you wanted… and I do not know how the asset/light works in that project.
However, I made a simple test with a light and a cube with the code you posted.
I changed Update to a regular method, i called it “LightUp” … and in Start() , I used InvokeRepeating
Tested a few values, like: .5f and .25f and .35f
In case that is something you’re looking for.
If I misunderstood the question, sorry
Multiply noise by flicker. What you’re doing is changing the range of values that can be selected on the Perlin graph/sheet/whatever (Perlin Noise is basically selecting a random value from a “texture” of noise vectors). What you want to do is slow down the rate at which the flicker happens, which means you have to modify the lerp value.
The final parameter in Mathf.Lerp is t, which factors into this equation: Output = (1 - t) * Input1 + t * Input2 In actuality what this does is return a value t * 100% of the way from Input1 to Input2, so if t is smaller, it’ll move less quickly and be harder to notice. Math is fun!