2025-09-24 11:24:38 +05:00

57 lines
1.8 KiB
C#

using UnityEngine;
using System.Collections;
public class FPSShaderFloatCurves : MonoBehaviour
{
public string ShaderProperty = "_BumpAmt";
public int MaterialID = 0;
public AnimationCurve FloatPropertyCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
public float GraphTimeMultiplier = 1, GraphScaleMultiplier = 1;
private bool canUpdate;
private Material matInstance;
private int propertyID;
private float startTime;
private void Start()
{
var rend = GetComponent<Renderer>();
if (rend != null)
{
var mats = rend.materials;
if (MaterialID >= mats.Length)
Debug.Log("ShaderColorGradient: Material ID more than shader materials count.");
matInstance = mats[MaterialID];
}
else
{
var proj = GetComponent<Projector>();
var projMat = proj.material;
if (!projMat.name.EndsWith("(Instance)"))
matInstance = new Material(projMat) { name = projMat.name + " (Instance)" };
else
matInstance = projMat;
proj.material = matInstance;
}
if (!matInstance.HasProperty(ShaderProperty))
Debug.Log("ShaderColorGradient: Shader not have \"" + ShaderProperty + "\" property");
propertyID = Shader.PropertyToID(ShaderProperty);
}
private void OnEnable()
{
startTime = Time.time;
canUpdate = true;
}
private void Update()
{
var time = Time.time - startTime;
if (canUpdate) {
var eval = FloatPropertyCurve.Evaluate(time / GraphTimeMultiplier) * GraphScaleMultiplier;
matInstance.SetFloat(propertyID, eval);
}
if (time >= GraphTimeMultiplier)
canUpdate = false;
}
}