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using UnityEngine;
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using System.Collections;
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namespace TMPro.Examples
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{
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public class ShaderPropAnimator : MonoBehaviour
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{
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private Renderer m_Renderer;
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private Material m_Material;
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public AnimationCurve GlowCurve;
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public float m_frame;
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void Awake()
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{
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// Cache a reference to object's renderer
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m_Renderer = GetComponent<Renderer>();
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// Cache a reference to object's material and create an instance by doing so.
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m_Material = m_Renderer.material;
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}
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void Start()
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{
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StartCoroutine(AnimateProperties());
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}
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IEnumerator AnimateProperties()
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{
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//float lightAngle;
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float glowPower;
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m_frame = Random.Range(0f, 1f);
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while (true)
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{
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//lightAngle = (m_Material.GetFloat(ShaderPropertyIDs.ID_LightAngle) + Time.deltaTime) % 6.2831853f;
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//m_Material.SetFloat(ShaderPropertyIDs.ID_LightAngle, lightAngle);
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glowPower = GlowCurve.Evaluate(m_frame);
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m_Material.SetFloat(ShaderUtilities.ID_GlowPower, glowPower);
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m_frame += Time.deltaTime * Random.Range(0.2f, 0.3f);
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yield return new WaitForEndOfFrame();
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}
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}
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}
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}
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