108 lines
3.5 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|