void Awake()
    {
        if (!current)
        {
            current = this;
        }
        else
        {
            Destroy(gameObject);
        }

        planeMesh = GetComponent <generatePlaneMesh> ();

        displacementMap = new Texture2D(size, size, TextureFormat.ARGB32, true);
        for (int x = 0; x < size; x++)
        {
            for (int y = 0; y < size; y++)
            {
                displacementMap.SetPixel(x, y, Color.white);
            }
        }
        /*displacementMap.wrapMode = UnityEngine.TextureWrapMode.Clamp;//*/
        displacementMap.Apply();

        dispTexID = Shader.PropertyToID("_DispTex");
        mainTexID = Shader.PropertyToID("_MainTex");

        material.SetTexture(dispTexID, displacementMap);
    }
コード例 #2
0
 void Awake()
 {
     if (!current)
     {
         current = this;
     }
     else
     {
         Destroy(gameObject);
     }
 }
コード例 #3
0
    void Awake()
    {
        if (current == null)
        {
            current = this;
        }
        else
        {
            Destroy(gameObject);
        }

        planeGenerator = GetComponent <generatePlaneMesh> ();
    }
コード例 #4
0
    // Use this for initialization
    void Start()
    {
        this.Hit = new RaycastHit();
        //********************************************************************************************************************************************
        planeMesh = generatePlaneMesh.current;

        material        = PhysicsDisplacementMapDeformer.current.material;
        displacementMap = PhysicsDisplacementMapDeformer.current.displacementMap;
        size            = PhysicsDisplacementMapDeformer.current.size;

        dispTexID = Shader.PropertyToID("_DispTex");
        mainTexID = Shader.PropertyToID("_MainTex");
        //********************************************************************************************************************************************

        line = GetComponentInChildren <LineRenderer> ();
        line.gameObject.SetActive(false);
    }