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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class Graph : MonoBehaviour
{
    public Transform pointPrefab;
    [Range(10100)] 
    public int resolution = 10//prefab의 개수
    [Range(0.1f, 5)]
    public float height = .5f;
    [Range(150)]
    public float length = 2f;
    [Range(0100)]
    public float rotationSpeed = 50f;
    [Range(.1f, 2f)]
    public float prefabScale = 1f;
    Transform[] points;
 
    private void Awake()
    {
        points = new Transform[resolution]; //배열은 미리 크기를 지정해주어야 한다. 
        for(int i=0; i < points.Length; i++)
        {
            Transform point = Instantiate(pointPrefab);
            point.SetParent(transform, false); //생성자 하위 항목으로 prefab넣기 
            points[i] = point; //points배열에 생성한 point 넣기 
        }
    }
 
    private void Update()
    {
        float step = length / resolution;
        Vector3 scale = Vector3.one * prefabScale;
        for (int i=0; i<points.Length; i++)
        {
            //point wave animation
            Transform point = points[i];
            Vector3 position = point.localPosition; //local position을 변수값으로 가져옴 
            position.x = (i + 0.5f) * step - (length / 2);
            position.y = height * Mathf.Sin(Mathf.PI * (position.x + Time.time)); //x축으로 이동하는 sin파(애니메이션) 파이를 곱한 이유는 주기를 2로 변경하기 위해서  
            position.z = 0;
            point.localPosition = position; //localposition을 수정한 position으로 변경
            point.localScale = scale;
        }
        //x축으로 회전 
        Quaternion rotation = transform.localRotation;
        rotation = Quaternion.Euler(Time.time * rotationSpeed, 00);
        transform.localRotation = rotation;
    }
}
 
cs
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Shader "Custom/ColoredPoint"
{
    Properties
    {
        _Glossiness ("Smoothness", Range(0,1)) = 1
        _Metallic ("Metallic", Range(0,1)) = 0.0
    }
    SubShader
    {
        Tags { "RenderType"="Opaque" }
        LOD 200
 
        CGPROGRAM
        #pragma surface surf Standard fullforwardshadows
        #pragma target 3.0
 
        struct Input
        {
            float3 worldPos; //input값으로 worldPos 사용 
        };
 
        half _Glossiness;
        half _Metallic;
        
        UNITY_INSTANCING_BUFFER_START(Props)
        UNITY_INSTANCING_BUFFER_END(Props)
 
        void surf (Input IN, inout SurfaceOutputStandard o)
        {
            o.Albedo.rg = IN.worldPos.xy * 0.5 + 0.5; //worldPosition에 따라서 색상 가짐 
            o.Metallic = _Metallic;
            o.Smoothness = _Glossiness;
            o.Alpha = 0.5;
        }
        ENDCG
    }
    FallBack "Diffuse"
}
 
cs


Posted by 도이(doi)
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