void Awake()
    {
        m_renderer = GetComponent<BatchRenderer>();

        int num = m_renderer.GetMaxInstanceCount();
        m_instance_t = new Vector3[num];
        m_instance_color = new Color[num];
        m_instance_uv = new Vector4[num];
        m_instance_time = new float[num];
        for (int i = 0; i < num; ++i)
        {
            m_instance_t[i] = new Vector3(R(10.0f), R(10.0f), R(10.0f));
            m_instance_time[i] = Random.Range(0.0f, 10.0f);
        }
    }
Example #2
0
    void Awake()
    {
        m_renderer = GetComponent <BatchRenderer>();

        int num = m_renderer.GetMaxInstanceCount();

        m_instance_t     = new Vector3[num];
        m_instance_color = new Color[num];
        m_instance_uv    = new Vector4[num];
        m_instance_time  = new float[num];
        for (int i = 0; i < num; ++i)
        {
            m_instance_t[i]    = new Vector3(R(10.0f), R(10.0f), R(10.0f));
            m_instance_time[i] = Random.Range(0.0f, 10.0f);
        }
    }
    void Awake()
    {
        m_renderer = GetComponent<BatchRenderer>();

        int num = m_renderer.GetMaxInstanceCount();
        m_instance_t = new Vector3[num];
        m_instance_r = new Quaternion[num];
        m_instance_s = new Vector3[num];
        Quaternion rot = Quaternion.AngleAxis(45.0f, Vector3.forward);
        for (int i = 0; i < num; ++i)
        {
            Vector3 pos = new Vector3(
                0.1f * (i / 256) - 12.8f,
                Random.Range(-1.5f, -0.1f),
                0.1f * (i % 256) - 12.8f);
            float s = 1.0f + Mathf.Sin((float)i*0.1f) * 0.5f;
            Vector3 scale = new Vector3(s,s,s);
            m_instance_t[i] = pos;
            m_instance_r[i] = rot;
            m_instance_s[i] = scale;
        }
    }
    void Awake()
    {
        m_renderer = GetComponent <BatchRenderer>();

        int num = m_renderer.GetMaxInstanceCount();

        m_instance_t = new Vector3[num];
        m_instance_r = new Quaternion[num];
        m_instance_s = new Vector3[num];
        Quaternion rot = Quaternion.AngleAxis(45.0f, Vector3.forward);

        for (int i = 0; i < num; ++i)
        {
            Vector3 pos = new Vector3(
                0.1f * (i / 256) - 12.8f,
                Random.Range(-1.5f, -0.1f),
                0.1f * (i % 256) - 12.8f);
            float   s     = 1.0f + Mathf.Sin((float)i * 0.1f) * 0.5f;
            Vector3 scale = new Vector3(s, s, s);
            m_instance_t[i] = pos;
            m_instance_r[i] = rot;
            m_instance_s[i] = scale;
        }
    }