Esempio n. 1
0
        void Start()
        {
            water     = GetComponent <Water>();
            windWaves = GetComponent <WindWaves>();
            windWaves.ResolutionChanged.AddListener(OnResolutionChanged);
            overlays = GetComponent <WaterOverlays>();

            supported = CheckSupport();

            if (!supported)
            {
                enabled = false;
                return;
            }
        }
Esempio n. 2
0
        void OnValidate()
        {
            if (globalFoamSimulationShader == null)
            {
                globalFoamSimulationShader = Shader.Find("PlayWay Water/Foam/Global");
            }

            if (localFoamSimulationShader == null)
            {
                localFoamSimulationShader = Shader.Find("PlayWay Water/Foam/Local");
            }

            supersampling = Mathf.ClosestPowerOfTwo(Mathf.RoundToInt(supersampling * 4096)) / 4096.0f;

            water     = GetComponent <Water>();
            windWaves = GetComponent <WindWaves>();
            overlays  = GetComponent <WaterOverlays>();
        }
Esempio n. 3
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        public WaterOverlaysData(WaterOverlays waveOverlays, WaterCamera camera, int resolution, int antialiasing)
        {
            this.waveOverlays   = waveOverlays;
            this.camera         = camera;
            this.initialization = true;

            dynamicDisplacementMap = CreateOverlayRT("Water Overlay: Displacement", RenderTextureFormat.ARGBHalf, resolution, antialiasing);
            slopeMapA            = CreateOverlayRT("Water Overlay: Slope A", RenderTextureFormat.ARGBHalf, resolution, antialiasing);
            slopeMapB            = CreateOverlayRT("Water Overlay: Slope B", RenderTextureFormat.ARGBHalf, resolution, antialiasing);
            totalDisplacementMap = CreateOverlayRT("Water Overlay: Total Displacement", RenderTextureFormat.ARGBHalf, resolution, antialiasing);

            if (waveOverlays.GetComponent <WaterSpray>() != null)
            {
                utilityMap = CreateOverlayRT("Water Overlay: Utility Map", RenderTextureFormat.RGHalf, resolution, antialiasing);
            }

            Graphics.SetRenderTarget(slopeMapA);
            GL.Clear(false, true, new Color(0.0f, 0.0f, 0.0f, 1.0f));

            Graphics.SetRenderTarget(null);
        }
Esempio n. 4
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        void Start()
        {
            water     = GetComponent <Water>();
            windWaves = GetComponent <WindWaves>();
            overlays  = GetComponent <WaterOverlays>();

            foamParametersId = Shader.PropertyToID("_FoamParameters");
            foamIntensityId  = Shader.PropertyToID("_FoamIntensity");

            windWaves.ResolutionChanged.AddListener(OnResolutionChanged);

            resolution = Mathf.RoundToInt(windWaves.FinalResolution * supersampling);

            globalFoamSimulationMaterial           = new Material(globalFoamSimulationShader);
            globalFoamSimulationMaterial.hideFlags = HideFlags.DontSave;

            localFoamSimulationMaterial           = new Material(localFoamSimulationShader);
            localFoamSimulationMaterial.hideFlags = HideFlags.DontSave;

            firstFrame = true;
        }
Esempio n. 5
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 void OnDisable()
 {
     WaterOverlays.UnregisterInteraction(this);
     staticWaterInteractions.Remove(this);
 }
Esempio n. 6
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 void OnEnable()
 {
     staticWaterInteractions.Add(this);
     WaterOverlays.RegisterInteraction(this);
 }