using UnityEngine; public class HorizonChangerDemo : MonoBehaviour { public Texture[] textures; private int currentTextureIndex; private MeshRenderer meshRenderer; private void Start() { meshRenderer = GetComponent(); meshRenderer.material.mainTexture = textures[currentTextureIndex]; } private void Update() { if (Input.GetKeyDown(KeyCode.RightArrow)) { currentTextureIndex++; if (currentTextureIndex >= textures.Length) { currentTextureIndex = textures.Length - 1; } meshRenderer.material.mainTexture = textures[currentTextureIndex]; } else if (Input.GetKeyDown(KeyCode.LeftArrow)) { currentTextureIndex--; if (currentTextureIndex < 0) { currentTextureIndex = 0; } meshRenderer.material.mainTexture = textures[currentTextureIndex]; } else if (Input.GetKeyDown(KeyCode.DownArrow)) { Vector2 vector = meshRenderer.material.GetVector("_TilingCustom"); vector.x += 1f; meshRenderer.material.SetVector("_TilingCustom", vector); Vector3 localScale = base.transform.localScale; localScale.y = 1f / vector.x; base.transform.localScale = localScale; } else if (Input.GetKeyDown(KeyCode.UpArrow)) { Vector2 vector2 = meshRenderer.material.GetVector("_TilingCustom"); if (vector2.x > 1f) { vector2.x -= 1f; meshRenderer.material.SetVector("_TilingCustom", vector2); Vector3 localScale2 = base.transform.localScale; localScale2.y = 1f / vector2.x; base.transform.localScale = localScale2; } } } }