From a10eea6e4ce647061813519d5b0ea496f29495b9 Mon Sep 17 00:00:00 2001
From: leonard Wu <364452445@qq.com>
Date: 星期四, 09 八月 2018 09:47:08 +0800
Subject: [PATCH] 同步最新svn内容
---
Assets/Plugins/PostProcessing/Utilities/CustomMotionTexture/ExampleWheelController.cs | 66 ++++++++++++++++----------------
1 files changed, 33 insertions(+), 33 deletions(-)
diff --git a/Assets/Plugins/PostProcessing/Utilities/CustomMotionTexture/ExampleWheelController.cs b/Assets/Plugins/PostProcessing/Utilities/CustomMotionTexture/ExampleWheelController.cs
index a8bf34a..f3f59af 100644
--- a/Assets/Plugins/PostProcessing/Utilities/CustomMotionTexture/ExampleWheelController.cs
+++ b/Assets/Plugins/PostProcessing/Utilities/CustomMotionTexture/ExampleWheelController.cs
@@ -1,33 +1,33 @@
-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
- }
-}
+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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