void UpdateCenter(ref Vector3 _mov) { mCenter += _mov; OutputMat.SetVector(ShaderPropertyCenter, new Vector4(mCenter.x, mCenter.y, mCenter.z, NORMALIZE_OCEAN_PLANE_HIT_LENGTH)); UpdatePrevPrev2Diff(_mov.x, _mov.z); }
private void UpdateRef() { Matrix4x4 refVMatrix = RefCam.worldToCameraMatrix; Matrix4x4 refPMatrix = GL.GetGPUProjectionMatrix(RefCam.projectionMatrix, false); Matrix4x4 refVP = refPMatrix * refVMatrix; Matrix4x4 refW = mWaveSetting.renderWater.localToWorldMatrix; OutputMat.SetMatrix(ShaderPropertyRefVP, refVP); OutputMat.SetMatrix(ShaderPropertyRefW, refW); OutputMat.SetTexture(ShaderPropertyWaveTex, RT); OutputMat.SetTexture(ShaderPropertyRefTex, RefRT); }