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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