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); }
void Awake() { if (!current) { current = this; } else { Destroy(gameObject); } }
void Awake() { if (current == null) { current = this; } else { Destroy(gameObject); } planeGenerator = GetComponent <generatePlaneMesh> (); }
// 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); }