49 lines
1.7 KiB
C#

using UnityEngine;
// Sets up transformation matrices to scale&scroll water waves
// for the case where graphics card does not support vertex programs.
//
// Also disables reflection and/or refraction cameras if the shader
// falls back to non reflective/refractive one.
public class WaterWaveScroll : MonoBehaviour
{
private string oldWaterMode = "";
void Update()
{
if (!renderer)
return;
Material mat = renderer.material;
if (!mat)
return;
Vector4 waveSpeed = mat.GetVector("WaveSpeed");
float waveScale = mat.GetFloat("_WaveScale");
float t = Time.time / 40.0f;
Vector3 offset = new Vector3(t * waveSpeed.x, t * waveSpeed.y, 0);
Vector3 scale = new Vector3(1.0f / waveScale, 1.0f / waveScale, 1);
Matrix4x4 scrollMatrix = Matrix4x4.TRS(offset, Quaternion.identity, scale);
mat.SetMatrix("_WaveMatrix", scrollMatrix);
offset = new Vector3(t * waveSpeed.z, t * waveSpeed.w, 0);
scrollMatrix = Matrix4x4.TRS(offset, Quaternion.identity, scale * 0.45f);
mat.SetMatrix("_WaveMatrix2", scrollMatrix);
// Get reflection mode from shader's tag
string waterMode = mat.GetTag("WATERMODE", false);
if (waterMode != oldWaterMode)
{
// If reflection mode changed, enable/disable
// additional water cameras.
Component[] reflCameras = GetComponentsInChildren(typeof(Camera));
foreach (Camera cam in reflCameras)
{
cam.SendMessage("ExternalSetMode", waterMode, SendMessageOptions.DontRequireReceiver);
}
oldWaterMode = waterMode;
}
}
}