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_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; } }