using System; using Colorful; using DG.Tweening; using UnityEngine; public class FractalAnimation : BaseBehaviour { private void Start() { this._mat = base.GetComponent().Mat; this._mat.color = new Color(0f, 0f, 0f, 0.8f); this._mat.DOColor(new Color(1f, 1f, 1f, 0.8f), 5f).SetLoops(-1, LoopType.Yoyo).SetEase(Ease.InOutSine); this._gaussianBlur = R.Camera.GameObject.AddComponent(); this._gaussianBlur.Shader = Shader.Find("Hidden/Colorful/Gaussian Blur"); this._gaussianBlur.Passes = 3; this._gaussianBlur.Downscaling = 4f; DOTween.To(delegate(float a) { this._gaussianBlur.Amount = a; }, 0.655f, 1f, 3f).SetLoops(-1, LoopType.Yoyo).SetEase(Ease.InOutSine); } private void Update() { base.transform.localRotation = base.transform.localRotation * Quaternion.Euler(0f, this._speed * Time.deltaTime, 0f); } private void OnDestroy() { UnityEngine.Object.Destroy(this._gaussianBlur); } [SerializeField] private float _speed; private Material _mat; private GaussianBlur _gaussianBlur; }