void Update() { if (substance == null) { GetMat(); Debug.LogWarning("No Graph"); return; } time += Time.smoothDeltaTime; if (lava) { substance.SetInputFloat("flow_speed", flow); } substance.SetInputFloat("$time", time); substance.QueueForRender(); }
public void generateNewCubemap() { //set the procedural material's properties if needed, before rendering inputMaterial.SetInputFloat("$randomseed", Random.Range(0.0f, 10000.0f)); //have the procedural material render a new texture inputMaterial.QueueForRender(); Substance.Game.Substance.RenderSubstancesAsync(); /* render the cubemap * This takes the input material and renders it to a cubemap of the specified size. * * Remember, this is not increasing the resolution at which the procedural material is rendering the texture, * that must be set in the procedural material itself. You will likely want the cubemap to be the same size * or larger than the procedural material's size to retain all the quality. */ cubemap = CubemapGeneratorHelper.instance.generateCubemap(inputMaterial, CubemapGenerator.Sizes._512); //set the skybox material to use the cubemap which was just rendered skyboxMaterial.SetTexture("_Tex", cubemap); }
private void Update() { if (!_right) { _value += Time.deltaTime / Velocity; if (_value > 1) { _right = true; } } else { _value -= Time.deltaTime / Velocity; if (_value < 0) { _right = false; } } WaterSubstance.SetInputFloat("disorder", _value); WaterSubstance.QueueForRender(); }
private void OnLuminosityChanged(float value) { luminosityValueLabel.text = value.ToString("0.0"); graph.SetInputFloat(luminosityParam.parameter, value); }