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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
}
}