public int octaveCount ;

説明

Layers of noise that combine to produce final noise.

Please note that adding octaves will substantially decrease performance.

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); } }