/// <summary> /// Creates geometry for river water surface with different start and end Y. /// </summary> void TriangulateRiverQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, float y1, float y2, float v, bool reversed, Vector3 indices) { v1.y = v2.y = y1; v3.y = v4.y = y2; Rivers.AddQuad(v1, v2, v3, v4); // Add UVs according to river orientation (used in water flow effect in river shader) if (reversed) { Rivers.AddQuadUV(1f, 0f, 0.8f - v, 0.6f - v); } else { Rivers.AddQuadUV(0f, 1f, v, v + 0.2f); } Rivers.AddQuadCellData(indices, weights1, weights2); }
private void TriangulateRiverQuad( Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, float y1, float y2, float v, bool reversed, Vector3 indices) { v1.y = v2.y = y1; v3.y = v4.y = y2; Rivers.AddQuad(v1, v2, v3, v4); if (reversed) { Rivers.AddQuadUV(1f, 0f, 0.8f - v, 0.6f - v); } else { Rivers.AddQuadUV(0f, 1f, v, v + 0.2f); // left to right, bottom to top. } Rivers.AddQuadCellData(indices, weights1, weights2); }