Enable remapping of the final noise values, allowing for noise values to be translated into different values.
#pragma strict private var ps: ParticleSystem; public var hSliderValueRemap: float = 1.0f; function Start() { ps = GetComponent.<ParticleSystem>(); var noise: var = ps.noise; noise.enabled = true; noise.remapEnabled = true; // An unusual curve to show off different noise behavior (See curve preview in the Inspector) var ourCurve: AnimationCurve; ourCurve = new AnimationCurve(); ourCurve.AddKey(0.0f, 0.0f); ourCurve.AddKey(0.45f, -0.75f); ourCurve.AddKey(0.50f, 1.0f); ourCurve.AddKey(0.55f, -0.75f); ourCurve.AddKey(1.0f, 0.0f); noise.remap = new ParticleSystem.MinMaxCurve(1.0f, ourCurve); // Set color by speed, to demonstrate the effects of the Noise Module var colorBySpeed: var = ps.colorBySpeed; colorBySpeed.enabled = true; var gradient: Gradient = new Gradient(); gradient.SetKeys([new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f)], [new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f)]); colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient); colorBySpeed.range = new Vector2(3.0f, 7.0f); } function Update() { var noise: var = ps.noise; noise.remapMultiplier = hSliderValueRemap; } function OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Remap"); hSliderValueRemap = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueRemap, 0.0f, 1.0f); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueRemap = 1.0f;
void Start() { ps = GetComponent<ParticleSystem>();
var noise = ps.noise; noise.enabled = true; noise.remapEnabled = true;
// An unusual curve to show off different noise behavior (See curve preview in the Inspector) AnimationCurve ourCurve; ourCurve = new AnimationCurve(); ourCurve.AddKey(0.0f, 0.0f); ourCurve.AddKey(0.45f, -0.75f); ourCurve.AddKey(0.50f, 1.0f); ourCurve.AddKey(0.55f, -0.75f); ourCurve.AddKey(1.0f, 0.0f); noise.remap = new ParticleSystem.MinMaxCurve(1.0f, ourCurve);
// Set color by speed, to demonstrate the effects of the Noise Module var colorBySpeed = ps.colorBySpeed; colorBySpeed.enabled = true;
Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) } );
colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient); colorBySpeed.range = new Vector2(3.0f, 7.0f); }
void Update() { var noise = ps.noise; noise.remapMultiplier = hSliderValueRemap; }
void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Remap");
hSliderValueRemap = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueRemap, 0.0f, 1.0f); } }
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