Development repository for FSR2 integration into Unity Post-Processing Stack V2.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

49 lines
1.8 KiB

// Copyright (c) 2023 Nico de Poel
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraMover : MonoBehaviour
{
private Camera _camera;
private Vector3 _startAngles;
[SerializeField]
private float amplitude = 30f;
[SerializeField]
private float frequency = 0.1f;
void Start()
{
_camera = GetComponent<Camera>();
_startAngles = _camera.transform.localEulerAngles;
}
void Update()
{
var angles = _startAngles;
angles.x += amplitude * Mathf.Sin(2 * Mathf.PI * frequency * Time.time);
angles.y += amplitude * Mathf.Sin(2 * Mathf.PI * frequency * Time.time * 0.73f);
_camera.transform.localEulerAngles = angles;
}
}