Updated project to unity 5, finalized terrain generation
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@ -1,32 +1,32 @@
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using System;
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using UnityEngine;
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namespace UnityStandardAssets.Water
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{
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[ExecuteInEditMode]
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public class WaterBasic : MonoBehaviour
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{
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void Update()
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{
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Renderer r = GetComponent<Renderer>();
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if (!r)
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{
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return;
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}
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Material mat = r.sharedMaterial;
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if (!mat)
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{
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return;
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}
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Vector4 waveSpeed = mat.GetVector("WaveSpeed");
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float waveScale = mat.GetFloat("_WaveScale");
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float t = Time.time / 20.0f;
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Vector4 offset4 = waveSpeed * (t * waveScale);
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Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x, 1.0f), Mathf.Repeat(offset4.y, 1.0f),
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Mathf.Repeat(offset4.z, 1.0f), Mathf.Repeat(offset4.w, 1.0f));
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mat.SetVector("_WaveOffset", offsetClamped);
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}
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}
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using System;
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using UnityEngine;
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namespace UnityStandardAssets.Water
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{
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[ExecuteInEditMode]
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public class WaterBasic : MonoBehaviour
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{
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void Update()
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{
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Renderer r = GetComponent<Renderer>();
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if (!r)
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{
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return;
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}
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Material mat = r.sharedMaterial;
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if (!mat)
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{
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return;
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}
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Vector4 waveSpeed = mat.GetVector("WaveSpeed");
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float waveScale = mat.GetFloat("_WaveScale");
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float t = Time.time / 20.0f;
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Vector4 offset4 = waveSpeed * (t * waveScale);
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Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x, 1.0f), Mathf.Repeat(offset4.y, 1.0f),
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Mathf.Repeat(offset4.z, 1.0f), Mathf.Repeat(offset4.w, 1.0f));
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mat.SetVector("_WaveOffset", offsetClamped);
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}
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}
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}
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