Esempio n. 1
0
        protected void UpdateParams()
        {
            this.position = base.transform.position.y;
            this.scaleSum = VectorHelpers.Sum(this.waveScales);
            Vector4 vector = (Vector4.one * this.windAngle + this.waveAngles) * 0.0174532924f;

            this.waveDirection01         = VectorHelpers.GetV4(Mathf.Cos(vector.x), Mathf.Sin(vector.x), Mathf.Cos(vector.y), Mathf.Sin(vector.y));
            this.waveDirection23         = VectorHelpers.GetV4(Mathf.Cos(vector.z), Mathf.Sin(vector.z), Mathf.Cos(vector.w), Mathf.Sin(vector.w));
            this.waveOffsets            += this.waveSpeeds * Time.deltaTime;
            this.waveConstants           = VectorHelpers.Div(Vector4.one * 6.28318548f, this.waveLengths);
            this.waveDerivativeConstants = 0.5f * VectorHelpers.Mul(VectorHelpers.Mul(this.waveScales, this.waveConstants), this.waveExponents);
            float f  = (this.windAngle + this.normalMapAngle0) * 0.0174532924f;
            float f2 = (this.windAngle + this.normalMapAngle1) * 0.0174532924f;

            this.normalMapOffset0 += VectorHelpers.GetV2(Mathf.Cos(f), Mathf.Sin(f)) * this.normalMapSpeed0 * Time.deltaTime;
            this.normalMapOffset1 += VectorHelpers.GetV2(Mathf.Cos(f2), Mathf.Sin(f2)) * this.normalMapSpeed1 * Time.deltaTime;
        }
Esempio n. 2
0
        protected void SendParamsToShader()
        {
            if (this.mat == null || !this.mat.HasProperty("ot_NormalMap0"))
            {
                return;
            }
            Shader.SetGlobalFloat("ot_OceanPosition", this.position);
            Shader.SetGlobalVector("ot_WaveScales", this.waveScales);
            Shader.SetGlobalVector("ot_WaveLengths", this.waveLengths);
            Shader.SetGlobalVector("ot_WaveExponents", this.waveExponents);
            Shader.SetGlobalVector("ot_WaveOffsets", this.waveOffsets);
            Shader.SetGlobalVector("ot_WaveDirection01", this.waveDirection01);
            Shader.SetGlobalVector("ot_WaveDirection23", this.waveDirection23);
            Shader.SetGlobalVector("ot_WaveConstants", this.waveConstants);
            Shader.SetGlobalVector("ot_WaveDerivativeConstants", this.waveDerivativeConstants);
            Vector2 textureScale  = this.mat.GetTextureScale("ot_NormalMap0");
            Vector2 textureScale2 = this.mat.GetTextureScale("ot_NormalMap1");

            this.mat.SetTextureOffset("ot_NormalMap0", VectorHelpers.Mul(this.normalMapOffset0, textureScale));
            this.mat.SetTextureOffset("ot_NormalMap1", VectorHelpers.Mul(this.normalMapOffset1, textureScale2));
            Vector3 v = Vector3.up;

            if (this.sun != null)
            {
                v = -this.sun.transform.forward;
            }
            Shader.SetGlobalVector("ot_LightDir", v);
            Vector4 a      = this.mat.GetColor("ot_DeepWaterColorUnlit");
            float   @float = this.mat.GetFloat("ot_DeepWaterIntensityZenith");
            float   float2 = this.mat.GetFloat("ot_DeepWaterIntensityHorizon");
            float   float3 = this.mat.GetFloat("ot_DeepWaterIntensityDark");
            float   d;

            if (v.y >= 0f)
            {
                d = Mathf.Lerp(float2, @float, v.y);
            }
            else
            {
                d = Mathf.Lerp(float2, float3, -v.y);
            }
            Shader.SetGlobalVector("ot_DeepWaterColor", a * d);
        }