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using UnityEngine;
public class ExampleWheelController : MonoBehaviour
{
private static class Uniforms
{
internal static readonly int _MotionAmount = Shader.PropertyToID("_MotionAmount");
}
public float acceleration;
public Renderer motionVectorRenderer;
private Rigidbody m_Rigidbody;
private void Start()
{
m_Rigidbody = GetComponent<Rigidbody>();
m_Rigidbody.maxAngularVelocity = 100f;
}
private void Update()
{
if (Input.GetKey(KeyCode.UpArrow))
{
m_Rigidbody.AddRelativeTorque(new Vector3(-1f * acceleration, 0f, 0f), ForceMode.Acceleration);
}
else if (Input.GetKey(KeyCode.DownArrow))
{
m_Rigidbody.AddRelativeTorque(new Vector3(1f * acceleration, 0f, 0f), ForceMode.Acceleration);
}
float value = (0f - m_Rigidbody.angularVelocity.x) / 100f;
if ((bool)motionVectorRenderer)
{
motionVectorRenderer.material.SetFloat(Uniforms._MotionAmount, Mathf.Clamp(value, -0.25f, 0.25f));
}
}
}
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