# Conflicts:
#	U3D_DrivingSystem/Assets/Scenes/main_.unity
This commit is contained in:
yzx 2023-12-14 15:41:50 +08:00
commit ea223837e5
115 changed files with 7356 additions and 570 deletions

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// This shader is converted from
// Heartfelt(https://www.shadertoy.com/view/ltffzl) - by Martijn Steinrucken aka BigWings - 2017
// countfrolic@gmail.com
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Shader "Custom/NormalRaindrop" {
Properties {
_MainTex("Albedo (RGB)", 2D) = "white" {}
_ScreenWidth("Screen Width", float) = 0
_ScreenHeight("Screen Height", float) = 0
_RainSpeed("Rain Speed", Range(0.1, 5)) = 0.25
_RainAmount("Rain Amount", Range(0.1, 1)) = 0.2
_RainBlur("Rain Blur", Range(0, 1)) = 0
_RangeAmount("Range Amount", Range(0, 1)) = 0.2
_RangeRadius("Range Radius", Range(0, 1)) = 0
_WiperStart("Wiper Start", Range(0, 1)) = 0
_WiperAmount("Wiper Amount", Range(0, 1)) = 0
_WiperAngle("Wiper Angle", Range(0, 90)) = 0
_WiperAxis("Wiper Axis", int) = 0
}
SubShader {
Tags { "RenderType"="Opaque" "Queue" = "Transparent" }
LOD 200
GrabPass{"_GrabTexture"}
Pass{
CGPROGRAM
#pragma enable_d3d11_debug_symbols
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float4 grabUV : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _GrabTexture;
float _ScreenWidth;
float _ScreenHeight;
float _RainSpeed;
float _RainAmount;
float _RainBlur;
float _RangeAmount;
float _RangeRadius;
float _WiperStart;
float _WiperAmount;
float _WiperAngle;
float _WiperAxis;
#define S(a, b, t) smoothstep(a, b, t)
float InRange(float2 origin, float2 uv)
{
float lo = uv.y * tan(radians(_WiperAngle));
float loRet = step((uv.x - origin.x), lo);
float hi = (uv.x - origin.x) * tan(radians(_WiperAngle));
float hiRet = step(uv.y, hi);
float len = length(uv - origin);
return step(len, _RangeRadius) * lerp(hiRet, loRet, _WiperAxis);
}
float3 N13(float p) {
float3 p3 = frac(float3(p, p, p) * float3(.1031, .11369, .13787));
p3 += dot(p3, p3.yzx + 19.19);
return frac(float3((p3.x + p3.y)*p3.z, (p3.x + p3.z)*p3.y, (p3.y + p3.z)*p3.x));
}
float4 N14(float t) {
return frac(sin(t*float4(123., 1024., 1456., 264.))*float4(6547., 345., 8799., 1564.));
}
float N(float t) {
return frac(sin(t*12345.564)*7658.76);
}
float Saw(float b, float t) {
return S(0., b, t)*S(1., b, t);
}
float2 DropLayer2(float2 uv, float t) {
float2 UV = uv;
uv.y += t*0.75;
float2 a = float2(6., 1.);
float2 grid = a*2.;
float2 id = floor(uv*grid);
float colShift = N(id.x);
uv.y += colShift;
id = floor(uv*grid);
float3 n = N13(id.x*35.2 + id.y*2376.1);
float2 st = frac(uv*grid) - float2(.5, 0);
float x = n.x - .5;
float y = UV.y*20.;
float wiggle = sin(y + sin(y));
x += wiggle*(.5 - abs(x))*(n.z - .5);
x *= .7;
float ti = frac(t + n.z);
y = (Saw(.85, ti) - .5)*.9 + .5;
float2 p = float2(x, y);
float d = length((st - p)*a.yx);
float mainDrop = S(.4, .0, d);
float r = sqrt(S(1., y, st.y));
float cd = abs(st.x - x);
float trail = S(.23*r, .15*r*r, cd);
float trailFront = S(-.02, .02, st.y - y);
trail *= trailFront*r*r;
y = UV.y;
float trail2 = S(.2*r, .0, cd);
float droplets = max(0., (sin(y*(1. - y)*120.) - st.y))*trail2*trailFront*n.z;
y = frac(y*10.) + (st.y - .5);
float dd = length(st - float2(x, y));
droplets = S(.3, 0., dd);
float m = mainDrop + droplets*r*trailFront;
return float2(m, trail);
}
float StaticDrops(float2 uv, float t) {
uv *= 40.;
float2 id = floor(uv);
uv = frac(uv) - .5;
float3 n = N13(id.x*107.45 + id.y*3543.654);
float2 p = (n.xy - .5)*.7;
float d = length(uv - p);
float fade = Saw(.025, frac(t + n.z));
float c = S(.3, 0., d)*frac(n.z*10.)*fade;
return c;
}
float2 Drops(float2 uv, float t, float l0, float l1, float l2) {
float s = StaticDrops(uv, t)*l0;
float2 m1 = DropLayer2(uv, t)*l1;
float2 m2 = DropLayer2(uv*1.85, t)*l2;
float c = s + m1.x + m2.x;
c = S(.3, 1., c);
return float2(c, max(m1.y*l0, m2.y*l1));
}
float2 BlurUV(float2 uv) {
float2 blurUV = uv;
float fade = 1 - saturate(fwidth(blurUV) * 60);
float blur = _RainBlur * 7 * (1 - fade);
blur *= 0.01;
float a = N(blurUV) * 6.2831;
const float numSample = 16;
for (float i = 0; i < numSample; i++) {
float2 offs = float2(sin(a), cos(a)) * blur;
float d = frac(sin((i+1)*546.)*5425.);
d = sqrt(d);
offs *= d;
blurUV += offs;
a++;
}
return blurUV;
}
float3 dropMainTexture(sampler2D tex, float2 textUV , float2 mainUV) {
textUV = BlurUV(textUV);
mainUV = BlurUV(mainUV);
float2 leftDown = float2(_WiperStart, 0);
float width = lerp(_ScreenWidth, 1, step(_ScreenWidth, 0));
float height = lerp(_ScreenHeight, 1, step(_ScreenHeight, 0));
//float dist = width / height * .5;
float2 middleDown = float2(_WiperStart + _RangeRadius, 0);
float2 uv = (mainUV * float2(width, height)) / height;
float2 UV = textUV.xy;
float T = fmod(_Time.y, 102.);
float t = T*.2;
float maxBlur = lerp(3., 6., 0);
float minBlur = 2.;
float story = S(0, 70., T);
minBlur = 4. + S(.5, 1., story) * 3.;
maxBlur = 6. + S(.5, 1., story) * 1.5;
float2 origin = lerp(leftDown, middleDown, step(_RangeRadius, uv.x));
float len = length(uv - origin);
float heart = lerp(_RainAmount, _RangeAmount, step(len, _RangeRadius));
int ret = InRange(origin, uv);
heart = lerp(heart, _WiperAmount, ret);
maxBlur -= heart;
uv *= 1.5; // zoom out a bit more
t *= _RainSpeed;
float staticDrops = S(-.5, 1., heart)*2.;
float layer1 = S(.25, .75, heart);
float layer2 = S(.0, .5, heart);
float2 c = Drops(uv, t, staticDrops, layer1, layer2);
float2 e = float2(.001, 0.);
float cx = Drops(uv + e, t, staticDrops, layer1, layer2).x;
float cy = Drops(uv + e.yx, t, staticDrops, layer1, layer2).x;
float2 n = float2(cx - c.x, cy - c.x); // expensive normals
float2 texCoord = float2(UV.x + n.x, UV.y + n.y);
float3 col = tex2D(tex, texCoord).rgb;
return col;
}
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.grabUV = UNITY_PROJ_COORD(ComputeGrabScreenPos(o.pos));
return o;
}
fixed4 frag(v2f i) : SV_Target {
float3 mainCol = tex2D(_MainTex, i.uv);
float2 projUV = i.grabUV / i.grabUV.w;
float3 dropCol = dropMainTexture(_GrabTexture, projUV, i.uv);
float3 blurCol = float3(1, 1, 1);
float3 col = mainCol * lerp(.3, .2, _RainBlur) + blurCol * lerp(.0, .2, _RainBlur) + dropCol * lerp(.7, .6, _RainBlur);
return fixed4(col, 1);
}
ENDCG
}
}
FallBack "Diffuse"
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// This shader is converted from
// Heartfelt(https://www.shadertoy.com/view/ltffzl) - by Martijn Steinrucken aka BigWings - 2017
// countfrolic@gmail.com
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Shader "Custom/NormalSnowdrop" {
Properties {
_MainTex("Albedo (RGB)", 2D) = "white" {}
_ScreenWidth("Screen Width", float) = 0
_ScreenHeight("Screen Height", float) = 0
_RainSpeed("Rain Speed", Range(0, 5)) = 0.25
_RainAmount("Rain Amount", Range(0.1, 1)) = 0.2
_RangeAmount("Range Amount", Range(0, 1)) = 0.2
_RangeRadius("Range Radius", Range(0, 1)) = 0
_WiperAmount("Wiper Amount", Range(0, 1)) = 0
_WiperAngle("Wiper Angle", Range(0, 90)) = 0
_WiperAxis("Wiper Axis", int) = 0
}
SubShader {
Tags { "RenderType"="Opaque" "Queue" = "Transparent" }
LOD 200
GrabPass{"_GrabTexture"}
Pass{
CGPROGRAM
#pragma enable_d3d11_debug_symbols
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
float4 grabUV : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _GrabTexture;
float _ScreenWidth;
float _ScreenHeight;
float _RainSpeed;
float _RainAmount;
float _RangeAmount;
float _RangeRadius;
float _WiperAmount;
float _WiperAngle;
float _WiperAxis;
#define S(a, b, t) smoothstep(a, b, t)
float InRange(float2 origin, float2 uv)
{
float lo = uv.y * tan(radians(_WiperAngle));
float loRet = step((uv.x - origin.x), lo);
float hi = (uv.x - origin.x) * tan(radians(_WiperAngle));
float hiRet = step(uv.y, hi);
float len = length(uv - origin);
return step(len, _RangeRadius) * lerp(hiRet, loRet, _WiperAxis);
}
float3 N13(float p) {
float3 p3 = frac(float3(p, p, p) * float3(.1031, .11369, .13787));
p3 += dot(p3, p3.yzx + 19.19);
return frac(float3((p3.x + p3.y)*p3.z, (p3.x + p3.z)*p3.y, (p3.y + p3.z)*p3.x));
}
float4 N14(float t) {
return frac(sin(t*float4(123., 1024., 1456., 264.))*float4(6547., 345., 8799., 1564.));
}
float N(float t) {
return frac(sin(t*12345.564)*7658.76);
}
float Saw(float b, float t) {
return S(0., b, t)*S(1., b, t);
}
float2 DropLayer2(float2 uv, float t) {
float2 UV = uv;
uv.y += t*0.75;
float2 a = float2(6., 1.);
float2 grid = a*2.;
float2 id = floor(uv*grid);
float colShift = N(id.x);
uv.y += colShift;
id = floor(uv*grid);
float3 n = N13(id.x*35.2 + id.y*2376.1);
float2 st = frac(uv*grid) - float2(.5, 0);
float x = n.x - .5;
float y = UV.y*20.;
float wiggle = sin(y + sin(y));
x += wiggle*(.5 - abs(x))*(n.z - .5);
x *= .7;
float ti = frac(t + n.z);
y = (Saw(.85, ti) - .5)*.9 + .5;
float2 p = float2(x, y);
float d = length((st - p)*a.yx);
float mainDrop = S(.4, .0, d);
float r = sqrt(S(1., y, st.y));
float cd = abs(st.x - x);
float trail = S(.23*r, .15*r*r, cd);
float trailFront = S(-.02, .02, st.y - y);
trail *= trailFront*r*r;
y = UV.y;
float trail2 = S(.2*r, .0, cd);
float droplets = max(0., (sin(y*(1. - y)*120.) - st.y))*trail2*trailFront*n.z;
y = frac(y*10.) + (st.y - .5);
float dd = length(st - float2(x, y));
droplets = S(.3, 0., dd);
float m = mainDrop + droplets*r*trailFront;
return float2(m, trail);
}
float StaticDrops(float2 uv, float t) {
uv *= 40.;
float2 id = floor(uv);
uv = frac(uv) - .5;
float3 n = N13(id.x*107.45 + id.y*3543.654);
float2 p = (n.xy - .5)*.7;
float d = length(uv - p);
float fade = Saw(.025, frac(t + n.z));
float c = S(.3, 0., d)*frac(n.z*10.)*fade;
return c;
}
float2 Drops(float2 uv, float t, float l0) {
float s = StaticDrops(uv, t)*l0;
float c = S(.3, 1, s);
return float2(c, c);
}
float3 dropMainTexture(sampler2D tex, float2 textUV, float2 mainUV) {
float2 leftDown = float2(0, 0);
float width = lerp(_ScreenWidth, 1, step(_ScreenWidth, 0));
float height = lerp(_ScreenHeight, 1, step(_ScreenHeight, 0));
float dist = width / height * .5;
float2 middleDown = float2(dist, 0);
float2 uv = (mainUV * float2(width, height)) / height;
float2 UV = textUV.xy;
float T = fmod(_Time.y, 102.);
float t = T*.2;
float2 origin = lerp(leftDown, middleDown, step(dist, uv.x));
float len = length(uv - origin);
float heart = lerp(_RainAmount, _RangeAmount, step(len, _RangeRadius));
int ret = InRange(origin, uv);
heart = lerp(heart, _WiperAmount, ret);
uv *= 1.5; // zoom out a bit more
t *= _RainSpeed;
float staticDrops = S(-.5, 1., heart)*2.;
float s = StaticDrops(uv, t)*staticDrops;
s = S(.3, 1, s);
float2 c = float2(s, s);
float4 texCoord = float4(UV.x, UV.y, 0, 0);
float4 lod = tex2Dlod(tex, texCoord);
float3 col = lerp(float3(1.3, 1.3, 1.3), lod.rgb, step(c.x, mainUV.x));
return col;
}
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
o.grabUV = UNITY_PROJ_COORD(ComputeGrabScreenPos(o.pos));
return o;
}
fixed4 frag(v2f i) : SV_Target {
float3 col1 = tex2D(_MainTex, i.uv);
float2 projUV = i.grabUV / i.grabUV.w;
float3 dropCol2 = dropMainTexture(_GrabTexture, projUV, i.uv);
return fixed4(col1 * .3 + dropCol2 * .7, 1);
}
ENDCG
}
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// This shader is converted from
// Heartfelt(https://www.shadertoy.com/view/ltffzl) - by Martijn Steinrucken aka BigWings - 2017
// countfrolic@gmail.com
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Shader "Custom/Raindrop" {
Properties {
iChannel0("Albedo (RGB)", 2D) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
Pass{
CGPROGRAM
#pragma vertex vert_img
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D iChannel0;
#define S(a, b, t) smoothstep(a, b, t)
//#define CHEAP_NORMALS
#define HAS_HEART
#define USE_POST_PROCESSING
float3 N13(float p) {
// from DAVE HOSKINS
float3 p3 = frac(float3(p, p, p) * float3(.1031, .11369, .13787));
p3 += dot(p3, p3.yzx + 19.19);
return frac(float3((p3.x + p3.y)*p3.z, (p3.x + p3.z)*p3.y, (p3.y + p3.z)*p3.x));
}
float4 N14(float t) {
return frac(sin(t*float4(123., 1024., 1456., 264.))*float4(6547., 345., 8799., 1564.));
}
float N(float t) {
return frac(sin(t*12345.564)*7658.76);
}
float Saw(float b, float t) {
return S(0., b, t)*S(1., b, t);
}
float2 DropLayer2(float2 uv, float t) {
float2 UV = uv;
uv.y += t*0.75;
float2 a = float2(6., 1.);
float2 grid = a*2.;
float2 id = floor(uv*grid);
float colShift = N(id.x);
uv.y += colShift;
id = floor(uv*grid);
float3 n = N13(id.x*35.2 + id.y*2376.1);
float2 st = frac(uv*grid) - float2(.5, 0);
float x = n.x - .5;
float y = UV.y*20.;
float wiggle = sin(y + sin(y));
x += wiggle*(.5 - abs(x))*(n.z - .5);
x *= .7;
float ti = frac(t + n.z);
y = (Saw(.85, ti) - .5)*.9 + .5;
float2 p = float2(x, y);
float d = length((st - p)*a.yx);
float mainDrop = S(.4, .0, d);
float r = sqrt(S(1., y, st.y));
float cd = abs(st.x - x);
float trail = S(.23*r, .15*r*r, cd);
float trailFront = S(-.02, .02, st.y - y);
trail *= trailFront*r*r;
y = UV.y;
float trail2 = S(.2*r, .0, cd);
float droplets = max(0., (sin(y*(1. - y)*120.) - st.y))*trail2*trailFront*n.z;
y = frac(y*10.) + (st.y - .5);
float dd = length(st - float2(x, y));
droplets = S(.3, 0., dd);
float m = mainDrop + droplets*r*trailFront;
//m += st.x>a.y*.45 || st.y>a.x*.165 ? 1.2 : 0.;
return float2(m, trail);
}
float StaticDrops(float2 uv, float t) {
uv *= 40.;
float2 id = floor(uv);
uv = frac(uv) - .5;
float3 n = N13(id.x*107.45 + id.y*3543.654);
float2 p = (n.xy - .5)*.7;
float d = length(uv - p);
float fade = Saw(.025, frac(t + n.z));
float c = S(.3, 0., d)*frac(n.z*10.)*fade;
return c;
}
float2 Drops(float2 uv, float t, float l0, float l1, float l2) {
float s = StaticDrops(uv, t)*l0;
float2 m1 = DropLayer2(uv, t)*l1;
float2 m2 = DropLayer2(uv*1.85, t)*l2;
float c = s + m1.x + m2.x;
c = S(.3, 1., c);
return float2(c, max(m1.y*l0, m2.y*l1));
}
fixed4 frag(v2f_img i) : SV_Target{
float2 uv = ((i.uv * _ScreenParams.xy) - .5*_ScreenParams.xy) / _ScreenParams.y;
float2 UV = i.uv.xy;
//float3 M = iMouse.xyz / iResolution.xyz;
// for now
float3 M = float3(0.0, 0.0, 0.0);
float T = _Time.y + M.x*2.;
#ifdef HAS_HEART
T = fmod(_Time.y, 102.);
T = lerp(T, M.x*102., M.z>0. ? 1. : 0.);
#endif
float t = T*.2;
//float rainAmount = iMouse.z>0. ? M.y : sin(T*.05)*.3 + .7;
// fixed rain amount
float rainAmount = M.y;
float maxBlur = lerp(3., 6., rainAmount);
float minBlur = 2.;
float story = 0.;
float heart = 0.;
#ifdef HAS_HEART
story = S(0., 70., T);
t = min(1., T / 70.); // remap drop time so it goes slower when it freezes
t = 1. - t;
t = (1. - t*t)*70.;
float zoom = lerp(.3, 1.2, story); // slowly zoom out
uv *= zoom;
minBlur = 4. + S(.5, 1., story)*3.; // more opaque glass towards the end
maxBlur = 6. + S(.5, 1., story)*1.5;
float2 hv = uv - float2(.0, -.1); // build heart
hv.x *= .5;
float s = S(110., 70., T); // heart gets smaller and fades towards the end
hv.y -= sqrt(abs(hv.x))*.5*s;
heart = length(hv);
heart = S(.4*s, .2*s, heart)*s;
rainAmount = heart; // the rain is where the heart is
maxBlur -= heart; // inside the heart slighly less foggy
uv *= 1.5; // zoom out a bit more
t *= .25;
#else
float zoom = -cos(T*.2);
uv *= .7 + zoom*.3;
#endif
UV = (UV - .5)*(.9 + zoom*.1) + .5;
float staticDrops = S(-.5, 1., rainAmount)*2.;
float layer1 = S(.25, .75, rainAmount);
float layer2 = S(.0, .5, rainAmount);
float2 c = Drops(uv, t, staticDrops, layer1, layer2);
#ifdef CHEAP_NORMALS
float2 n = float2(dFdx(c.x), dFdy(c.x));// cheap normals (3x cheaper, but 2 times shittier ;))
#else
float2 e = float2(.001, 0.);
float cx = Drops(uv + e, t, staticDrops, layer1, layer2).x;
float cy = Drops(uv + e.yx, t, staticDrops, layer1, layer2).x;
float2 n = float2(cx - c.x, cy - c.x); // expensive normals
#endif
#ifdef HAS_HEART
n *= 1. - S(60., 85., T);
c.y *= 1. - S(80., 100., T)*.8;
#endif
float focus = lerp(maxBlur - c.y, minBlur, S(.1, .2, c.x));
// textureLod to tex2Dlod(ref: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509680(v=vs.85).aspx)
//float3 col = textureLod(iChannel0, UV + n, focus).rgb;
float4 texCoord = float4(UV.x + n.x, UV.y + n.y, 0, focus);
float4 lod = tex2Dlod(iChannel0, texCoord);
float3 col = lod.rgb;
#ifdef USE_POST_PROCESSING
t = (T + 3.)*.5; // make time sync with first lightnoing
float colFade = sin(t*.2)*.5 + .5 + story;
col *= lerp(float3(1., 1., 1.), float3(.8, .9, 1.3), colFade); // subtle color shift
float fade = S(0., 10., T); // fade in at the start
//float lightning = sin(t*sin(t*10.)); // lighting flicker
//lightning *= pow(max(0., sin(t + sin(t))), 10.); // lightning flash
//col *= 1. + lightning*fade*lerp(1., .1, story*story); // composite lightning
col *= 1. - dot(UV -= .5, UV); // vignette
#ifdef HAS_HEART
col = lerp(pow(col, float3(1.2, 1.2, 1.2)), col, heart);
fade *= S(102., 97., T);
#endif
col *= fade; // composite start and end fade
#endif
//col = vec3(heart);
return fixed4(col, 1);
}
ENDCG
}
}
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using System.Collections;
using UnityEngine;
public class CarWiper : MonoBehaviour
{
public float speed; //控制雨刮器速度
public float radius; //控制雨刮器半径
public float interval; //控制雨刮器间隔时间
public float range; //控制雨刮器范围内的恢复数量
private Material mat;
private bool isWiper;
private bool vertical;
private float timer;
private float amount;
private float angle;
private void Awake()
{
mat = GetComponent<Renderer>().material;
}
private void Start()
{
StartWiper();
}
private void Update()
{
if (!isWiper)
return;
if (Time.time - timer < interval)
{
amount += Time.deltaTime * 0.1f;
amount = Mathf.Clamp(amount, 0, range);
mat.SetFloat("_RangeAmount", amount);
return;
}
angle += Time.deltaTime * speed;
angle = Mathf.Clamp(angle, 0, 90f);
if (angle >= 90f)
{
timer = Time.time;
angle = 0f;
vertical = !vertical;
mat.SetInt("_WiperAxis", vertical ? 1 : 0);
amount = 0f;
mat.SetFloat("_RangeAmount", amount);
}
mat.SetFloat("_WiperAngle", angle);
}
public void StartWiper()
{
angle = 0f;
amount = 1f;
isWiper = true;
vertical = false;
mat.SetFloat("_RangeRadius", radius);
mat.SetFloat("_RangeAmount", amount);
mat.SetFloat("_WiperAngle", angle);
mat.SetInt("_WiperAxis", 0);
}
public void StopWiper()
{
isWiper = false;
amount = 1f;
angle = 0f;
mat.SetFloat("_WiperAngle", angle);
mat.SetFloat("_RangeAmount", amount);
}
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MIT License
Copyright (c) 2021 恋炫
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# CarWiper
#### Description
unity雨刮器的实现效果
#### Software Architecture
Software architecture description
#### Installation
1. xxxx
2. xxxx
3. xxxx
#### Instructions
1. xxxx
2. xxxx
3. xxxx
#### Contribution
1. Fork the repository
2. Create Feat_xxx branch
3. Commit your code
4. Create Pull Request
#### Gitee Feature
1. You can use Readme\_XXX.md to support different languages, such as Readme\_en.md, Readme\_zh.md
2. Gitee blog [blog.gitee.com](https://blog.gitee.com)
3. Explore open source project [https://gitee.com/explore](https://gitee.com/explore)
4. The most valuable open source project [GVP](https://gitee.com/gvp)
5. The manual of Gitee [https://gitee.com/help](https://gitee.com/help)
6. The most popular members [https://gitee.com/gitee-stars/](https://gitee.com/gitee-stars/)

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# CarWiper
#### 介绍
unity雨刮器的实现效果
#### 软件架构
软件架构说明
#### 安装教程
1. xxxx
2. xxxx
3. xxxx
#### 使用说明
1. xxxx
2. xxxx
3. xxxx
#### 参与贡献
1. Fork 本仓库
2. 新建 Feat_xxx 分支
3. 提交代码
4. 新建 Pull Request
#### 特技
1. 使用 Readme\_XXX.md 来支持不同的语言,例如 Readme\_en.md, Readme\_zh.md
2. Gitee 官方博客 [blog.gitee.com](https://blog.gitee.com)
3. 你可以 [https://gitee.com/explore](https://gitee.com/explore) 这个地址来了解 Gitee 上的优秀开源项目
4. [GVP](https://gitee.com/gvp) 全称是 Gitee 最有价值开源项目,是综合评定出的优秀开源项目
5. Gitee 官方提供的使用手册 [https://gitee.com/help](https://gitee.com/help)
6. Gitee 封面人物是一档用来展示 Gitee 会员风采的栏目 [https://gitee.com/gitee-stars/](https://gitee.com/gitee-stars/)

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