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| using UnityEngine; | |
| using System.Collections; | |
| public class Melter : MonoBehaviour { | |
| public Transform heatPoint; | |
| public bool restoreColor=false; | |
| void Start () { | |
| var mesh = GetComponent<MeshFilter>().mesh; | |
| var cols = new Color[mesh.vertexCount]; | |
| for (int i = 0; i < mesh.vertexCount; i++) | |
| { | |
| cols[i] = Color.white; | |
| } | |
| mesh.colors = cols; | |
| UpdateColor(); | |
| } | |
| void Update () { | |
| UpdateColor(); | |
| } | |
| void UpdateColor() | |
| { | |
| float viewDistance = 1f; | |
| float fadeSpeed = 1f; | |
| var mesh = GetComponent<MeshFilter>().mesh; | |
| var verts = mesh.vertices; | |
| var cols = mesh.colors; | |
| for (int i = 0; i < mesh.vertexCount; i++) | |
| { | |
| //float distance = Vector3.Distance(heatPoint.position.normalized, verts[i].normalized); | |
| float dist = Mathf.Exp(Vector3.Distance(heatPoint.position, verts[i])); // broken | |
| float distance = Remap (dist,0f,3f,0f,1f); | |
| if (restoreColor) | |
| { | |
| cols[i].a = Mathf.Clamp01(cols[i].a-(viewDistance-distance)*Time.deltaTime*fadeSpeed); | |
| }else{ | |
| cols[i].a = Mathf.Min(cols[i].a,Mathf.Clamp01(cols[i].a-(viewDistance-distance)*Time.deltaTime*fadeSpeed)); | |
| } | |
| } | |
| mesh.colors = cols; | |
| } | |
| float Remap(float val, float low1, float high1, float low2, float high2) | |
| { | |
| return low2 + (val-low1)*(high2-low2)/(high1-low1); | |
| } | |
| } |
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