- WaterBasic.cs
- Scripts /
- Water (Basic) /
- Environment /
- Standard Assets /
- Assets /
- project /
1 using System;
2 using UnityEngine;
3
4 namespace UnityStandardAssets.Water
5 {
6 [ExecuteInEditMode]
7 public class WaterBasic : MonoBehaviour
8 {
9 void Update()
10 {
11 Renderer r = GetComponent<Renderer>();
12 if (!r)
13 {
14 return;
15 }
16 Material mat = r.sharedMaterial;
17 if (!mat)
18 {
19 return;
20 }
21
22 Vector4 waveSpeed = mat.GetVector("WaveSpeed");
23 float waveScale = mat.GetFloat("_WaveScale");
24 float t = Time.time / 20.0f;
25
26 Vector4 offset4 = waveSpeed * (t * waveScale);
27 Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x, 1.0f), Mathf.Repeat(offset4.y, 1.0f),
28 Mathf.Repeat(offset4.z, 1.0f), Mathf.Repeat(offset4.w, 1.0f));
29 mat.SetVector("_WaveOffset", offsetClamped);
30 }
31 }
32 }
2 using UnityEngine;
3
4 namespace UnityStandardAssets.Water
5 {
6 [ExecuteInEditMode]
7 public class WaterBasic : MonoBehaviour
8 {
9 void Update()
10 {
11 Renderer r = GetComponent<Renderer>();
12 if (!r)
13 {
14 return;
15 }
16 Material mat = r.sharedMaterial;
17 if (!mat)
18 {
19 return;
20 }
21
22 Vector4 waveSpeed = mat.GetVector("WaveSpeed");
23 float waveScale = mat.GetFloat("_WaveScale");
24 float t = Time.time / 20.0f;
25
26 Vector4 offset4 = waveSpeed * (t * waveScale);
27 Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x, 1.0f), Mathf.Repeat(offset4.y, 1.0f),
28 Mathf.Repeat(offset4.z, 1.0f), Mathf.Repeat(offset4.w, 1.0f));
29 mat.SetVector("_WaveOffset", offsetClamped);
30 }
31 }
32 }