Wind Effect and Wind Controller
Last updated
Last updated
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.