Create transparent button with child Text widget. Expose Text widget as variable and add the following blueprint using the On Hovered and On Unhovered events.
Fade color can be changed or disabled to produce a pure wall push back effect on impact. VRHeadBlocking.cs: // VR Head Blocking Script (Synaptic Response) // For use with SteamVR Unity Plugin v2 // Attach to Player -> FollowHead -> HeadCollider and set Tag to "Player" // Initial Implementation: Scott Lupton (04.18.2020) using System.Collections; using System.Collections.Generic; using UnityEngine; using Valve.VR; public class VRHeadBlocking : MonoBehaviour { public GameObject player; [SerializeField] bool fadeEnabled = true ; [SerializeField] Color fadeColor = Color.black; private int layerMask; private Collider[] objs = new Collider[ 10 ]; private Vector3 prevHeadPos; private int fadeState = 0 ; private float fadeDuration = . 5f ; private float internalFadeTimer = 0f ; private float backupCap = . 2f ; private void Start () { ...
1) Create a copy of the original texture and highlight only the parts that should shine in either red, blue, or green 2) Multiply that texture sample with a vector parameter representing the light color (using the appropriate red, blue, or green channel from the texture to isolate the area to light up) 3) Multiply this by a scalar parameter called emissive strength so that you can pump up this value to make the shine brighter 4) Wire this into the emissive color channel
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