using UnityEngine; public class LightFade : MonoBehaviour { public MeshRenderer[] meshRenderers; public float minIntensity = 0.0f; public float maxIntensity = 1.0f; public float fadeSpeed = 1.0f; private float currentIntensity; private void Start() { currentIntensity = minIntensity; } private void Update() { if (currentIntensity >= maxIntensity) { fadeSpeed = -1.0f; } else if (currentIntensity <= minIntensity) { fadeSpeed = 1.0f; } currentIntensity += fadeSpeed * Time.deltaTime; // for (int i = 0; i < meshRenderers.Length; i++) // { // meshRenderers[i].material.SetColor("_EmissionColor", new Color(currentIntensity, currentIntensity, currentIntensity)); // } } }