void Awake() { GameObject go = new GameObject("Wave Camera"); Camera cam = go.AddComponent <Camera>(); go.transform.parent = Camera.main.transform; go.transform.localPosition = Vector3.zero; go.transform.localRotation = Quaternion.identity; go.transform.localScale = Vector3.one; cam.clearFlags = CameraClearFlags.Color; cam.backgroundColor = new Color(0.5f, 0.5f, 1f, 1f); cam.cullingMask = 0; #if GL_VERSION m_WaveRenderer = cam.gameObject.AddComponent <WaveRenderer>(); #else scene = gameObject.GetComponent <WaveScene>(); scene.RenderCam = cam; #endif s_Self = this; }
void Awake() { // Water Wave Camera GameObject go = new GameObject("Water Wave Camera"); Camera cam = go.AddComponent <Camera>(); // go.transform.parent = Camera.main.transform; go.transform.localPosition = Vector3.zero; go.transform.localRotation = Quaternion.identity; go.transform.localScale = Vector3.one; cam.clearFlags = CameraClearFlags.Color; cam.backgroundColor = new Color(0.5f, 0.5f, 1f, 1f); cam.cullingMask = 0; cam.depth = -2; m_WaveRenderer = cam.gameObject.AddComponent <WaveRenderer>(); m_WaveRenderer.CameraMode = WaveRenderer.ECameraMode.Perspective; // Grass Wave Camera go = new GameObject("Grass Wave Camera"); cam = go.AddComponent <Camera>(); // go.transform.parent = Camera.main.transform; go.transform.localPosition = Vector3.zero; go.transform.localRotation = Quaternion.identity; go.transform.localScale = Vector3.one; cam.clearFlags = CameraClearFlags.Color; cam.backgroundColor = new Color(0.5f, 0.5f, 1f, 1f); cam.cullingMask = 0; cam.depth = -2; m_GrassWaveRenderer = cam.gameObject.AddComponent <WaveRenderer>(); m_GrassWaveRenderer.CameraMode = WaveRenderer.ECameraMode.Orthographical; s_Self = this; }