using UnityEngine; using System.Collections; [ExecuteInEditMode] // Make water live-update even when not in play mode public class Water : MonoBehaviour { public enum WaterMode { Simple = 0, Reflective = 1, Refractive = 2, }; public WaterMode m_WaterMode = WaterMode.Refractive; public bool m_DisablePixelLights = true; public int m_TextureSize = 256; public float m_ClipPlaneOffset = 0.07f; public LayerMask m_ReflectLayers = -1; public LayerMask m_RefractLayers = -1; private Hashtable m_ReflectionCameras = new Hashtable(); // Camera -> Camera table private Hashtable m_RefractionCameras = new Hashtable(); // Camera -> Camera table private RenderTexture m_ReflectionTexture = null; private RenderTexture m_RefractionTexture = null; private WaterMode m_HardwareWaterSupport = WaterMode.Refractive; private int m_OldReflectionTextureSize = 0; private int m_OldRefractionTextureSize = 0; private static bool s_InsideWater = false; // This is called when it's known that the object will be rendered by some // camera. We render reflections / refractions and do other updates here. // Because the script executes in edit mode, reflections for the scene view // camera will just work! public void OnWillRenderObject() { if (!enabled || !renderer || !renderer.sharedMaterial || !renderer.enabled) return; Camera cam = Camera.current; if (!cam) return; // Safeguard from recursive water reflections. if (s_InsideWater) return; s_InsideWater = true; // Actual water rendering mode depends on both the current setting AND // the hardware support. There's no point in rendering refraction textures // if they won't be visible in the end. m_HardwareWaterSupport = FindHardwareWaterSupport(); WaterMode mode = GetWaterMode(); Camera reflectionCamera, refractionCamera; CreateWaterObjects(cam, out reflectionCamera, out refractionCamera); // find out the reflection plane: position and normal in world space Vector3 pos = transform.position; Vector3 normal = transform.up; // Optionally disable pixel lights for reflection/refraction int oldPixelLightCount = QualitySettings.pixelLightCount; if (m_DisablePixelLights) QualitySettings.pixelLightCount = 0; UpdateCameraModes(cam, reflectionCamera); UpdateCameraModes(cam, refractionCamera); // Render reflection if needed if (mode >= WaterMode.Reflective) { // Reflect camera around reflection plane float d = -Vector3.Dot(normal, pos) - m_ClipPlaneOffset; Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d); Matrix4x4 reflection = Matrix4x4.zero; CalculateReflectionMatrix(ref reflection, reflectionPlane); Vector3 oldpos = cam.transform.position; Vector3 newpos = reflection.MultiplyPoint(oldpos); reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; // Setup oblique projection matrix so that near plane is our reflection // plane. This way we clip everything below/above it for free. Vector4 clipPlane = CameraSpacePlane(reflectionCamera, pos, normal, 1.0f); Matrix4x4 projection = cam.projectionMatrix; CalculateObliqueMatrix(ref projection, clipPlane); reflectionCamera.projectionMatrix = projection; reflectionCamera.cullingMask = ~(1 << 4) & m_ReflectLayers.value; // never render water layer reflectionCamera.targetTexture = m_ReflectionTexture; GL.SetRevertBackfacing(true); reflectionCamera.transform.position = newpos; Vector3 euler = cam.transform.eulerAngles; reflectionCamera.transform.eulerAngles = new Vector3(0, euler.y, euler.z); reflectionCamera.Render(); reflectionCamera.transform.position = oldpos; GL.SetRevertBackfacing(false); renderer.sharedMaterial.SetTexture("_ReflectionTex", m_ReflectionTexture); } // Render refraction if (mode >= WaterMode.Refractive) { refractionCamera.worldToCameraMatrix = cam.worldToCameraMatrix; // Setup oblique projection matrix so that near plane is our reflection // plane. This way we clip everything below/above it for free. Vector4 clipPlane = CameraSpacePlane(refractionCamera, pos, normal, -1.0f); Matrix4x4 projection = cam.projectionMatrix; CalculateObliqueMatrix(ref projection, clipPlane); refractionCamera.projectionMatrix = projection; refractionCamera.cullingMask = ~(1 << 4) & m_RefractLayers.value; // never render water layer refractionCamera.targetTexture = m_RefractionTexture; refractionCamera.transform.position = cam.transform.position; refractionCamera.transform.rotation = cam.transform.rotation; refractionCamera.Render(); renderer.sharedMaterial.SetTexture("_RefractionTex", m_RefractionTexture); } // Restore pixel light count if (m_DisablePixelLights) QualitySettings.pixelLightCount = oldPixelLightCount; // Setup shader keywords based on water mode switch (mode) { case WaterMode.Simple: Shader.EnableKeyword("WATER_SIMPLE"); Shader.DisableKeyword("WATER_REFLECTIVE"); Shader.DisableKeyword("WATER_REFRACTIVE"); break; case WaterMode.Reflective: Shader.DisableKeyword("WATER_SIMPLE"); Shader.EnableKeyword("WATER_REFLECTIVE"); Shader.DisableKeyword("WATER_REFRACTIVE"); break; case WaterMode.Refractive: Shader.DisableKeyword("WATER_SIMPLE"); Shader.DisableKeyword("WATER_REFLECTIVE"); Shader.EnableKeyword("WATER_REFRACTIVE"); break; } s_InsideWater = false; } // Cleanup all the objects we possibly have created void OnDisable() { if (m_ReflectionTexture) { DestroyImmediate(m_ReflectionTexture); m_ReflectionTexture = null; } if (m_RefractionTexture) { DestroyImmediate(m_RefractionTexture); m_RefractionTexture = null; } foreach (DictionaryEntry kvp in m_ReflectionCameras) DestroyImmediate(((Camera)kvp.Value).gameObject); m_ReflectionCameras.Clear(); foreach (DictionaryEntry kvp in m_RefractionCameras) DestroyImmediate(((Camera)kvp.Value).gameObject); m_RefractionCameras.Clear(); } // This just sets up some matrices in the material; for really // old cards to make water texture scroll. void Update() { if (!renderer) return; Material mat = renderer.sharedMaterial; if (!mat) return; Vector4 waveSpeed = mat.GetVector("WaveSpeed"); float waveScale = mat.GetFloat("_WaveScale"); Vector4 waveScale4 = new Vector4(waveScale, waveScale, waveScale * 0.4f, waveScale * 0.45f); // Time since level load, and do intermediate calculations with doubles double t = Time.timeSinceLevelLoad / 20.0; Vector4 offsetClamped = new Vector4( (float)System.Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0), (float)System.Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0), (float)System.Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0), (float)System.Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0) ); mat.SetVector("_WaveOffset", offsetClamped); mat.SetVector("_WaveScale4", waveScale4); Vector3 waterSize = renderer.bounds.size; Vector3 scale = new Vector3(waterSize.x * waveScale4.x, waterSize.z * waveScale4.y, 1); Matrix4x4 scrollMatrix = Matrix4x4.TRS(new Vector3(offsetClamped.x, offsetClamped.y, 0), Quaternion.identity, scale); mat.SetMatrix("_WaveMatrix", scrollMatrix); scale = new Vector3(waterSize.x * waveScale4.z, waterSize.z * waveScale4.w, 1); scrollMatrix = Matrix4x4.TRS(new Vector3(offsetClamped.z, offsetClamped.w, 0), Quaternion.identity, scale); mat.SetMatrix("_WaveMatrix2", scrollMatrix); } private void UpdateCameraModes(Camera src, Camera dest) { if (dest == null) return; // set water camera to clear the same way as current camera dest.clearFlags = src.clearFlags; dest.backgroundColor = src.backgroundColor; if (src.clearFlags == CameraClearFlags.Skybox) { Skybox sky = src.GetComponent(typeof(Skybox)) as Skybox; Skybox mysky = dest.GetComponent(typeof(Skybox)) as Skybox; if (!sky || !sky.material) { mysky.enabled = false; } else { mysky.enabled = true; mysky.material = sky.material; } } // update other values to match current camera. // even if we are supplying custom camera&projection matrices, // some of values are used elsewhere (e.g. skybox uses far plane) dest.farClipPlane = src.farClipPlane; dest.nearClipPlane = src.nearClipPlane; dest.orthographic = src.orthographic; dest.fieldOfView = src.fieldOfView; dest.aspect = src.aspect; dest.orthographicSize = src.orthographicSize; } // On-demand create any objects we need for water private void CreateWaterObjects(Camera currentCamera, out Camera reflectionCamera, out Camera refractionCamera) { WaterMode mode = GetWaterMode(); reflectionCamera = null; refractionCamera = null; if (mode >= WaterMode.Reflective) { // Reflection render texture if (!m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize) { if (m_ReflectionTexture) DestroyImmediate(m_ReflectionTexture); m_ReflectionTexture = new RenderTexture(m_TextureSize, m_TextureSize, 16); m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID(); m_ReflectionTexture.isPowerOfTwo = true; m_ReflectionTexture.hideFlags = HideFlags.DontSave; m_OldReflectionTextureSize = m_TextureSize; } // Camera for reflection reflectionCamera = m_ReflectionCameras[currentCamera] as Camera; if (!reflectionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO { GameObject go = new GameObject("Water Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox)); reflectionCamera = go.camera; reflectionCamera.enabled = false; reflectionCamera.transform.position = transform.position; reflectionCamera.transform.rotation = transform.rotation; reflectionCamera.gameObject.AddComponent("FlareLayer"); go.hideFlags = HideFlags.HideAndDontSave; m_ReflectionCameras[currentCamera] = reflectionCamera; } } if (mode >= WaterMode.Refractive) { // Refraction render texture if (!m_RefractionTexture || m_OldRefractionTextureSize != m_TextureSize) { if (m_RefractionTexture) DestroyImmediate(m_RefractionTexture); m_RefractionTexture = new RenderTexture(m_TextureSize, m_TextureSize, 16); m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID(); m_RefractionTexture.isPowerOfTwo = true; m_RefractionTexture.hideFlags = HideFlags.DontSave; m_OldRefractionTextureSize = m_TextureSize; } // Camera for refraction refractionCamera = m_RefractionCameras[currentCamera] as Camera; if (!refractionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO { GameObject go = new GameObject("Water Refr Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox)); refractionCamera = go.camera; refractionCamera.enabled = false; refractionCamera.transform.position = transform.position; refractionCamera.transform.rotation = transform.rotation; refractionCamera.gameObject.AddComponent("FlareLayer"); go.hideFlags = HideFlags.HideAndDontSave; m_RefractionCameras[currentCamera] = refractionCamera; } } } private WaterMode GetWaterMode() { if (m_HardwareWaterSupport < m_WaterMode) return m_HardwareWaterSupport; else return m_WaterMode; } private WaterMode FindHardwareWaterSupport() { if (!SystemInfo.supportsRenderTextures || !renderer) return WaterMode.Simple; Material mat = renderer.sharedMaterial; if (!mat) return WaterMode.Simple; string mode = mat.GetTag("WATERMODE", false); if (mode == "Refractive") return WaterMode.Refractive; if (mode == "Reflective") return WaterMode.Reflective; return WaterMode.Simple; } // Extended sign: returns -1, 0 or 1 based on sign of a private static float sgn(float a) { if (a > 0.0f) return 1.0f; if (a < 0.0f) return -1.0f; return 0.0f; } // Given position/normal of the plane, calculates plane in camera space. private Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign) { Vector3 offsetPos = pos + normal * m_ClipPlaneOffset; Matrix4x4 m = cam.worldToCameraMatrix; Vector3 cpos = m.MultiplyPoint(offsetPos); Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign; return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal)); } // Adjusts the given projection matrix so that near plane is the given clipPlane // clipPlane is given in camera space. See article in Game Programming Gems 5 and // http://aras-p.info/texts/obliqueortho.html private static void CalculateObliqueMatrix(ref Matrix4x4 projection, Vector4 clipPlane) { Vector4 q = projection.inverse * new Vector4( sgn(clipPlane.x), sgn(clipPlane.y), 1.0f, 1.0f ); Vector4 c = clipPlane * (2.0F / (Vector4.Dot(clipPlane, q))); // third row = clip plane - fourth row projection[2] = c.x - projection[3]; projection[6] = c.y - projection[7]; projection[10] = c.z - projection[11]; projection[14] = c.w - projection[15]; } // Calculates reflection matrix around the given plane private static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane) { reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]); reflectionMat.m01 = (-2F * plane[0] * plane[1]); reflectionMat.m02 = (-2F * plane[0] * plane[2]); reflectionMat.m03 = (-2F * plane[3] * plane[0]); reflectionMat.m10 = (-2F * plane[1] * plane[0]); reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]); reflectionMat.m12 = (-2F * plane[1] * plane[2]); reflectionMat.m13 = (-2F * plane[3] * plane[1]); reflectionMat.m20 = (-2F * plane[2] * plane[0]); reflectionMat.m21 = (-2F * plane[2] * plane[1]); reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]); reflectionMat.m23 = (-2F * plane[3] * plane[2]); reflectionMat.m30 = 0F; reflectionMat.m31 = 0F; reflectionMat.m32 = 0F; reflectionMat.m33 = 1F; } }