Seaside Studios
3D Shader
3D Shader
  • What is All In 1 3D Shader
  • Overview
  • First Steps (Must Read)
  • URP And Post Processing Setup
  • Asset Component Features
  • Asset Window
  • Saving Prefabs
  • Convert Materials to 3D Shader
  • Light Models
  • Effects List
  • Scripting
  • Batch Override Materials
  • How to animate effects
  • Advanced Configuration and Key Rendering Concepts
  • How to Enable/Disable Effects at Runtime
  • Random Seed
  • Scaled Time
  • Outlines
  • Wind Effect and Wind Controller
  • Depth Coloring - Stylized Fog
  • Shadow Color
  • Fast Lighting
  • Performance Considerations
  • FAQ (Frequently Asked Questions)
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Wind Effect and Wind Controller

PreviousOutlinesNextDepth Coloring - Stylized Fog

Last updated 1 day ago

The wind effect can be used to create back-and-forth movement on any mesh. When Vertical Mask is selected, the object keeps vertices below the Min Y value static and gradually increases their movement until reaching the Max Y value. This is useful for elements like grass, where the base remains stationary while only the top portion moves.

To use this effect you'll need to have a Wind Controller in an active Gameobject of your scene.

Breakdown of the fields:

  • windForce: Overall strength of the wind effect. Higher values create stronger wind displacement.

  • noiseSpeed: Speed of noise texture scrolling (X,Y). Higher values create faster wind movement.

  • bidirectionalWind: When enabled, wind can push objects in both positive and negative directions. When disabled, wind only pushes in the positive direction.

  • useWindDir: When enabled, wind direction is determined by this GameObject's forward direction. When disabled, wind affects all directions equally.

  • worldSize: Scale of the noise texture in world space. Larger values spread the wind pattern across a bigger area.

  • windNoise: Texture used to generate wind displacement patterns. RGB channels control displacement in respective directions.