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- using UnityEngine;
- public class ExampleWheelController : MonoBehaviour
- {
- public float acceleration;
- public Renderer motionVectorRenderer; // Reference to the custom motion vector renderer
- Rigidbody m_Rigidbody;
- static class Uniforms
- {
- internal static readonly int _MotionAmount = Shader.PropertyToID("_MotionAmount");
- }
- void Start()
- {
- m_Rigidbody = GetComponent<Rigidbody>(); // Get reference to rigidbody
- m_Rigidbody.maxAngularVelocity = 100; // Set max velocity for rigidbody
- }
- void Update()
- {
- if (Input.GetKey (KeyCode.UpArrow)) // Rotate forward
- m_Rigidbody.AddRelativeTorque(new Vector3(-1 * acceleration, 0, 0), ForceMode.Acceleration); // Add forward torque to mesh
- else if (Input.GetKey (KeyCode.DownArrow)) // Rotate backward
- m_Rigidbody.AddRelativeTorque(new Vector3(1 * acceleration, 0, 0), ForceMode.Acceleration); // Add backward torque to mesh
- float m = -m_Rigidbody.angularVelocity.x / 100; // Calculate multiplier for motion vector texture
- if (motionVectorRenderer) // If the custom motion vector texture renderer exists
- motionVectorRenderer.material.SetFloat(Uniforms._MotionAmount, Mathf.Clamp(m, -0.25f, 0.25f)); // Set the multiplier on the renderer's material
- }
- }
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