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2015-03-03 18:47:18 +02:00
commit c51c5abbb1
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using UnityEngine;
// Sets up transformation matrices to scale&scroll water waves
// for the case where graphics card does not support vertex programs.
[ExecuteInEditMode]
public class WaterSimple : MonoBehaviour
{
void Update()
{
if( !GetComponent<Renderer>() )
return;
Material mat = GetComponent<Renderer>().sharedMaterial;
if( !mat )
return;
Vector4 waveSpeed = mat.GetVector( "WaveSpeed" );
float waveScale = mat.GetFloat( "_WaveScale" );
float t = Time.time / 20.0f;
Vector4 offset4 = waveSpeed * (t * waveScale);
Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x,1.0f), Mathf.Repeat(offset4.y,1.0f), Mathf.Repeat(offset4.z,1.0f), Mathf.Repeat(offset4.w,1.0f));
mat.SetVector( "_WaveOffset", offsetClamped );
Vector3 scale = new Vector3( 1.0f/waveScale, 1.0f/waveScale, 1 );
Matrix4x4 scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.x,offsetClamped.y,0), Quaternion.identity, scale );
mat.SetMatrix( "_WaveMatrix", scrollMatrix );
scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.z,offsetClamped.w,0), Quaternion.identity, scale * 0.45f );
mat.SetMatrix( "_WaveMatrix2", scrollMatrix );
}
}

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