1 using System;
2 using System.Collections.Generic;
3 using UnityEngine;
4
5 namespace UnityStandardAssets.Water
6 {
7 [ExecuteInEditMode] // Make water live-update even when not in play mode
8 public class Water : MonoBehaviour
9 {
10 public enum WaterMode
11 {
12 Simple = 0,
13 Reflective = 1,
14 Refractive = 2,
15 };
16
17
18 public WaterMode waterMode = WaterMode.Refractive;
19 public bool disablePixelLights = true;
20 public int textureSize = 256;
21 public float clipPlaneOffset = 0.07f;
22 public LayerMask reflectLayers = -1;
23 public LayerMask refractLayers = -1;
24
25
26 private Dictionary<Camera, Camera> m_ReflectionCameras = new Dictionary<Camera, Camera>(); // Camera -> Camera table
27 private Dictionary<Camera, Camera> m_RefractionCameras = new Dictionary<Camera, Camera>(); // Camera -> Camera table
28 private RenderTexture m_ReflectionTexture;
29 private RenderTexture m_RefractionTexture;
30 private WaterMode m_HardwareWaterSupport = WaterMode.Refractive;
31 private int m_OldReflectionTextureSize;
32 private int m_OldRefractionTextureSize;
33 private static bool s_InsideWater;
34
35
36 // This is called when it's known that the object will be rendered by some
37 // camera. We render reflections / refractions and do other updates here.
38 // Because the script executes in edit mode, reflections for the scene view
39 // camera will just work!
40 public void OnWillRenderObject()
41 {
42 if (!enabled || !GetComponent<Renderer>() || !GetComponent<Renderer>().sharedMaterial ||
43 !GetComponent<Renderer>().enabled)
44 {
45 return;
46 }
47
48 Camera cam = Camera.current;
49 if (!cam)
50 {
51 return;
52 }
53
54 // Safeguard from recursive water reflections.
55 if (s_InsideWater)
56 {
57 return;
58 }
59 s_InsideWater = true;
60
61 // Actual water rendering mode depends on both the current setting AND
62 // the hardware support. There's no point in rendering refraction textures
63 // if they won't be visible in the end.
64 m_HardwareWaterSupport = FindHardwareWaterSupport();
65 WaterMode mode = GetWaterMode();
66
67 Camera reflectionCamera, refractionCamera;
68 CreateWaterObjects(cam, out reflectionCamera, out refractionCamera);
69
70 // find out the reflection plane: position and normal in world space
71 Vector3 pos = transform.position;
72 Vector3 normal = transform.up;
73
74 // Optionally disable pixel lights for reflection/refraction
75 int oldPixelLightCount = QualitySettings.pixelLightCount;
76 if (disablePixelLights)
77 {
78 QualitySettings.pixelLightCount = 0;
79 }
80
81 UpdateCameraModes(cam, reflectionCamera);
82 UpdateCameraModes(cam, refractionCamera);
83
84 // Render reflection if needed
85 if (mode >= WaterMode.Reflective)
86 {
87 // Reflect camera around reflection plane
88 float d = -Vector3.Dot(normal, pos) - clipPlaneOffset;
89 Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
90
91 Matrix4x4 reflection = Matrix4x4.zero;
92 CalculateReflectionMatrix(ref reflection, reflectionPlane);
93 Vector3 oldpos = cam.transform.position;
94 Vector3 newpos = reflection.MultiplyPoint(oldpos);
95 reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
96
97 // Setup oblique projection matrix so that near plane is our reflection
98 // plane. This way we clip everything below/above it for free.
99 Vector4 clipPlane = CameraSpacePlane(reflectionCamera, pos, normal, 1.0f);
100 reflectionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane);
101
102 reflectionCamera.cullingMask = ~(1 << 4) & reflectLayers.value; // never render water layer
103 reflectionCamera.targetTexture = m_ReflectionTexture;
104 bool oldCulling = GL.invertCulling;
105 GL.invertCulling = !oldCulling;
106 reflectionCamera.transform.position = newpos;
107 Vector3 euler = cam.transform.eulerAngles;
108 reflectionCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z);
109 reflectionCamera.Render();
110 reflectionCamera.transform.position = oldpos;
111 GL.invertCulling = oldCulling;
112 GetComponent<Renderer>().sharedMaterial.SetTexture("_ReflectionTex", m_ReflectionTexture);
113 }
114
115 // Render refraction
116 if (mode >= WaterMode.Refractive)
117 {
118 refractionCamera.worldToCameraMatrix = cam.worldToCameraMatrix;
119
120 // Setup oblique projection matrix so that near plane is our reflection
121 // plane. This way we clip everything below/above it for free.
122 Vector4 clipPlane = CameraSpacePlane(refractionCamera, pos, normal, -1.0f);
123 refractionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane);
124
125 refractionCamera.cullingMask = ~(1 << 4) & refractLayers.value; // never render water layer
126 refractionCamera.targetTexture = m_RefractionTexture;
127 refractionCamera.transform.position = cam.transform.position;
128 refractionCamera.transform.rotation = cam.transform.rotation;
129 refractionCamera.Render();
130 GetComponent<Renderer>().sharedMaterial.SetTexture("_RefractionTex", m_RefractionTexture);
131 }
132
133 // Restore pixel light count
134 if (disablePixelLights)
135 {
136 QualitySettings.pixelLightCount = oldPixelLightCount;
137 }
138
139 // Setup shader keywords based on water mode
140 switch (mode)
141 {
142 case WaterMode.Simple:
143 Shader.EnableKeyword("WATER_SIMPLE");
144 Shader.DisableKeyword("WATER_REFLECTIVE");
145 Shader.DisableKeyword("WATER_REFRACTIVE");
146 break;
147 case WaterMode.Reflective:
148 Shader.DisableKeyword("WATER_SIMPLE");
149 Shader.EnableKeyword("WATER_REFLECTIVE");
150 Shader.DisableKeyword("WATER_REFRACTIVE");
151 break;
152 case WaterMode.Refractive:
153 Shader.DisableKeyword("WATER_SIMPLE");
154 Shader.DisableKeyword("WATER_REFLECTIVE");
155 Shader.EnableKeyword("WATER_REFRACTIVE");
156 break;
157 }
158
159 s_InsideWater = false;
160 }
161
162
163 // Cleanup all the objects we possibly have created
164 void OnDisable()
165 {
166 if (m_ReflectionTexture)
167 {
168 DestroyImmediate(m_ReflectionTexture);
169 m_ReflectionTexture = null;
170 }
171 if (m_RefractionTexture)
172 {
173 DestroyImmediate(m_RefractionTexture);
174 m_RefractionTexture = null;
175 }
176 foreach (var kvp in m_ReflectionCameras)
177 {
178 DestroyImmediate((kvp.Value).gameObject);
179 }
180 m_ReflectionCameras.Clear();
181 foreach (var kvp in m_RefractionCameras)
182 {
183 DestroyImmediate((kvp.Value).gameObject);
184 }
185 m_RefractionCameras.Clear();
186 }
187
188
189 // This just sets up some matrices in the material; for really
190 // old cards to make water texture scroll.
191 void Update()
192 {
193 if (!GetComponent<Renderer>())
194 {
195 return;
196 }
197 Material mat = GetComponent<Renderer>().sharedMaterial;
198 if (!mat)
199 {
200 return;
201 }
202
203 Vector4 waveSpeed = mat.GetVector("WaveSpeed");
204 float waveScale = mat.GetFloat("_WaveScale");
205 Vector4 waveScale4 = new Vector4(waveScale, waveScale, waveScale * 0.4f, waveScale * 0.45f);
206
207 // Time since level load, and do intermediate calculations with doubles
208 double t = Time.timeSinceLevelLoad / 20.0;
209 Vector4 offsetClamped = new Vector4(
210 (float)Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0),
211 (float)Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0),
212 (float)Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0),
213 (float)Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0)
214 );
215
216 mat.SetVector("_WaveOffset", offsetClamped);
217 mat.SetVector("_WaveScale4", waveScale4);
218 }
219
220 void UpdateCameraModes(Camera src, Camera dest)
221 {
222 if (dest == null)
223 {
224 return;
225 }
226 // set water camera to clear the same way as current camera
227 dest.clearFlags = src.clearFlags;
228 dest.backgroundColor = src.backgroundColor;
229 if (src.clearFlags == CameraClearFlags.Skybox)
230 {
231 Skybox sky = src.GetComponent<Skybox>();
232 Skybox mysky = dest.GetComponent<Skybox>();
233 if (!sky || !sky.material)
234 {
235 mysky.enabled = false;
236 }
237 else
238 {
239 mysky.enabled = true;
240 mysky.material = sky.material;
241 }
242 }
243 // update other values to match current camera.
244 // even if we are supplying custom camera&projection matrices,
245 // some of values are used elsewhere (e.g. skybox uses far plane)
246 dest.farClipPlane = src.farClipPlane;
247 dest.nearClipPlane = src.nearClipPlane;
248 dest.orthographic = src.orthographic;
249 dest.fieldOfView = src.fieldOfView;
250 dest.aspect = src.aspect;
251 dest.orthographicSize = src.orthographicSize;
252 }
253
254
255 // On-demand create any objects we need for water
256 void CreateWaterObjects(Camera currentCamera, out Camera reflectionCamera, out Camera refractionCamera)
257 {
258 WaterMode mode = GetWaterMode();
259
260 reflectionCamera = null;
261 refractionCamera = null;
262
263 if (mode >= WaterMode.Reflective)
264 {
265 // Reflection render texture
266 if (!m_ReflectionTexture || m_OldReflectionTextureSize != textureSize)
267 {
268 if (m_ReflectionTexture)
269 {
270 DestroyImmediate(m_ReflectionTexture);
271 }
272 m_ReflectionTexture = new RenderTexture(textureSize, textureSize, 16);
273 m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID();
274 m_ReflectionTexture.isPowerOfTwo = true;
275 m_ReflectionTexture.hideFlags = HideFlags.DontSave;
276 m_OldReflectionTextureSize = textureSize;
277 }
278
279 // Camera for reflection
280 m_ReflectionCameras.TryGetValue(currentCamera, out reflectionCamera);
281 if (!reflectionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
282 {
283 GameObject go = new GameObject("Water Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox));
284 reflectionCamera = go.GetComponent<Camera>();
285 reflectionCamera.enabled = false;
286 reflectionCamera.transform.position = transform.position;
287 reflectionCamera.transform.rotation = transform.rotation;
288 reflectionCamera.gameObject.AddComponent<FlareLayer>();
289 go.hideFlags = HideFlags.HideAndDontSave;
290 m_ReflectionCameras[currentCamera] = reflectionCamera;
291 }
292 }
293
294 if (mode >= WaterMode.Refractive)
295 {
296 // Refraction render texture
297 if (!m_RefractionTexture || m_OldRefractionTextureSize != textureSize)
298 {
299 if (m_RefractionTexture)
300 {
301 DestroyImmediate(m_RefractionTexture);
302 }
303 m_RefractionTexture = new RenderTexture(textureSize, textureSize, 16);
304 m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID();
305 m_RefractionTexture.isPowerOfTwo = true;
306 m_RefractionTexture.hideFlags = HideFlags.DontSave;
307 m_OldRefractionTextureSize = textureSize;
308 }
309
310 // Camera for refraction
311 m_RefractionCameras.TryGetValue(currentCamera, out refractionCamera);
312 if (!refractionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
313 {
314 GameObject go =
315 new GameObject("Water Refr Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(),
316 typeof(Camera), typeof(Skybox));
317 refractionCamera = go.GetComponent<Camera>();
318 refractionCamera.enabled = false;
319 refractionCamera.transform.position = transform.position;
320 refractionCamera.transform.rotation = transform.rotation;
321 refractionCamera.gameObject.AddComponent<FlareLayer>();
322 go.hideFlags = HideFlags.HideAndDontSave;
323 m_RefractionCameras[currentCamera] = refractionCamera;
324 }
325 }
326 }
327
328 WaterMode GetWaterMode()
329 {
330 if (m_HardwareWaterSupport < waterMode)
331 {
332 return m_HardwareWaterSupport;
333 }
334 return waterMode;
335 }
336
337 WaterMode FindHardwareWaterSupport()
338 {
339 if (!SystemInfo.supportsRenderTextures || !GetComponent<Renderer>())
340 {
341 return WaterMode.Simple;
342 }
343
344 Material mat = GetComponent<Renderer>().sharedMaterial;
345 if (!mat)
346 {
347 return WaterMode.Simple;
348 }
349
350 string mode = mat.GetTag("WATERMODE", false);
351 if (mode == "Refractive")
352 {
353 return WaterMode.Refractive;
354 }
355 if (mode == "Reflective")
356 {
357 return WaterMode.Reflective;
358 }
359
360 return WaterMode.Simple;
361 }
362
363 // Given position/normal of the plane, calculates plane in camera space.
364 Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
365 {
366 Vector3 offsetPos = pos + normal * clipPlaneOffset;
367 Matrix4x4 m = cam.worldToCameraMatrix;
368 Vector3 cpos = m.MultiplyPoint(offsetPos);
369 Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign;
370 return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal));
371 }
372
373 // Calculates reflection matrix around the given plane
374 static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane)
375 {
376 reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]);
377 reflectionMat.m01 = (- 2F * plane[0] * plane[1]);
378 reflectionMat.m02 = (- 2F * plane[0] * plane[2]);
379 reflectionMat.m03 = (- 2F * plane[3] * plane[0]);
380
381 reflectionMat.m10 = (- 2F * plane[1] * plane[0]);
382 reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]);
383 reflectionMat.m12 = (- 2F * plane[1] * plane[2]);
384 reflectionMat.m13 = (- 2F * plane[3] * plane[1]);
385
386 reflectionMat.m20 = (- 2F * plane[2] * plane[0]);
387 reflectionMat.m21 = (- 2F * plane[2] * plane[1]);
388 reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]);
389 reflectionMat.m23 = (- 2F * plane[3] * plane[2]);
390
391 reflectionMat.m30 = 0F;
392 reflectionMat.m31 = 0F;
393 reflectionMat.m32 = 0F;
394 reflectionMat.m33 = 1F;
395 }
396 }
397 }