Files
AE86-3DS/Assets/MobileDepthWater/Scripts/Water/WaterPropertyBlockSetter.cs

108 lines
3.5 KiB
C#

namespace Assets.Scripts.Water
{
using UnityEngine;
/// <summary>
/// This class helps you to set water properties for a lot of materials at the same time.
/// So you don't have to make it for each independently.
/// Put it on the scene, add renderers and set up your water.
/// </summary>
[ExecuteInEditMode]
public class WaterPropertyBlockSetter : MonoBehaviour
{
[SerializeField] private Renderer[] waterRenderers;
[Space]
[SerializeField] private Color waterColor;
[SerializeField] private Texture waterTex;
[SerializeField] private Vector2 waterTile;
[Range(0, 1)][SerializeField] private float textureVisibility;
[Space]
[SerializeField] private Texture distortionTex;
[SerializeField] private Vector2 distortionTile;
[Space]
[SerializeField] private float waterHeight;
[SerializeField] private float waterDeep;
[Range(0, 0.1f)][SerializeField] private float waterDepthParam;
[Range(0, 1)][SerializeField] private float waterMinAlpha;
[Space]
[SerializeField] private Color borderColor;
[Range(0, 1)][SerializeField] private float borderWidth;
[Space]
[SerializeField] private Vector2 moveDirection;
private MaterialPropertyBlock materialPropertyBlock;
public MaterialPropertyBlock MaterialPropertyBlock
{
get { return materialPropertyBlock; }
}
public void Awake()
{
materialPropertyBlock = new MaterialPropertyBlock();
SetUpPropertyBlock(materialPropertyBlock);
if (waterRenderers != null)
{
for (var i = 0; i < waterRenderers.Length; i++)
{
waterRenderers[i].SetPropertyBlock(materialPropertyBlock);
}
}
}
#if UNITY_EDITOR
public void OnEnable()
{
materialPropertyBlock = new MaterialPropertyBlock();
SetUpPropertyBlock(materialPropertyBlock);
}
public void Update()
{
SetUpPropertyBlock(materialPropertyBlock);
if (waterRenderers != null)
{
for (var i = 0; i < waterRenderers.Length; i++)
{
waterRenderers[i].SetPropertyBlock(materialPropertyBlock);
}
}
}
#endif
private void SetUpPropertyBlock(MaterialPropertyBlock propertyBlock)
{
propertyBlock.SetColor("_WaterColor", waterColor);
propertyBlock.SetColor("_BorderColor", borderColor);
propertyBlock.SetVector("_Tiling", waterTile);
propertyBlock.SetVector("_DistTiling", distortionTile);
propertyBlock.SetVector("_MoveDirection", new Vector4(moveDirection.x, 0f, moveDirection.y, 0f));
if (waterTex != null)
{
propertyBlock.SetTexture("_WaterTex", waterTex);
}
if (distortionTex != null)
{
propertyBlock.SetTexture("_DistTex", distortionTex);
}
propertyBlock.SetFloat("_TextureVisibility", textureVisibility);
propertyBlock.SetFloat("_WaterHeight", waterHeight);
propertyBlock.SetFloat("_WaterDeep", waterDeep);
propertyBlock.SetFloat("_WaterDepth", waterDepthParam);
propertyBlock.SetFloat("_WaterMinAlpha", waterMinAlpha);
propertyBlock.SetFloat("_BorderWidth", borderWidth);
}
}
}