66 lines
2.1 KiB
C#
66 lines
2.1 KiB
C#
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using UnityEngine;
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namespace _02.Scripts
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{
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[ExecuteInEditMode]
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public class SpeedLines : MonoBehaviour
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{
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[SerializeField] private Shader shader;
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[SerializeField] private Texture texture;
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[SerializeField] private Color color = new(1,1,1,0.1f);
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[Range(0,1)]
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[SerializeField] private float width = 0.4f;
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[Range(0, 1)]
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[SerializeField] private float length = 0.42f;
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[Range(0, 100)]
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[SerializeField] private float lengthSpeed = 17;
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[Range(0, 1)]
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[SerializeField] private float density = 0.75f;
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private Material material;
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private static readonly int Color = Shader.PropertyToID("_Color");
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private static readonly int Width = Shader.PropertyToID("_Width");
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private static readonly int Length = Shader.PropertyToID("_Length");
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private static readonly int LengthSpeed = Shader.PropertyToID("_LengthSpeed");
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private static readonly int Density = Shader.PropertyToID("_Density");
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private static readonly int Fbm = Shader.PropertyToID("_FBM");
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private void Awake()
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{
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if (material) return;
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material = new Material(shader);
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material.SetTexture(Fbm, texture);
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}
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private void LateUpdate()
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{
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material.SetColor(Color, color);
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material.SetFloat(Width, width);
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material.SetFloat(Length, length);
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material.SetFloat(LengthSpeed, lengthSpeed);
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material.SetFloat(Density, density);
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}
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public void OnRenderObject()
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{
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material.SetPass(0);
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GL.PushMatrix();
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GL.LoadOrtho();
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GL.Begin(GL.QUADS);
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GL.TexCoord(new Vector3(0, 0, 0));
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GL.Vertex3(0, 0, 0);
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GL.TexCoord(new Vector3(0, 1, 0));
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GL.Vertex3(0, 1, 0);
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GL.TexCoord(new Vector3(1, 1, 0));
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GL.Vertex3(1, 1, 0);
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GL.TexCoord(new Vector3(1, 0, 0));
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GL.Vertex3(1, 0, 0);
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GL.End();
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GL.PopMatrix();
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}
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}
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}
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