# Wind Effect and Wind Controller

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.

<figure><img src="https://3533733148-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FnhtXOmYCoI177vSx8mBn%2Fuploads%2FfzrLbHHvZsYiJoKkB1bI%2Fimage.png?alt=media&#x26;token=1168194c-fc28-4d2b-8b70-c24b9c6ef323" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://3533733148-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FnhtXOmYCoI177vSx8mBn%2Fuploads%2FvjFLMwaCtZrmt4jcrQJd%2Fimage.png?alt=media&#x26;token=3bcae9b5-3576-4ca8-b610-2811fec6eae3" alt=""><figcaption></figcaption></figure>

Breakdown of the fields:<br>

* **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.
