进行合并以生成最终噪声的噪声层。
请注意,添加八度音阶会大大降低性能。
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
private ParticleSystem ps;
public float hSliderValueOctaves = 1.0f;
public float hSliderValueOctaveMultiplier = 0.5f;
public float hSliderValueOctaveScale = 2.0f;
void Start()
{
ps = GetComponent<ParticleSystem>();
var noise = ps.noise;
noise.enabled = true;
// 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.octaveCount = (int)hSliderValueOctaves;
noise.octaveMultiplier = hSliderValueOctaveMultiplier;
noise.octaveScale = hSliderValueOctaveScale;
}
void OnGUI()
{
GUI.Label(new Rect(25, 40, 100, 30), "Octave Count");
GUI.Label(new Rect(25, 80, 100, 30), "Octave Multiplier");
GUI.Label(new Rect(25, 120, 100, 30), "Octave Scale");
hSliderValueOctaves = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueOctaves, 1.0f, 4.0f);
hSliderValueOctaveMultiplier = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueOctaveMultiplier, 0.0f, 1.0f);
hSliderValueOctaveScale = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueOctaveScale, 1.0f, 4.0f);
}
}