void Update() { MeshRenderer renderer = this.gameObject.GetComponent <MeshRenderer>(); renderer.material.SetColor("_PointLightColor", sun.color); renderer.material.SetVector("_PointLightPosition", sun.GetWorldPosition()); }
private void Update() { // Pass updated light positions to shader renderer = GetComponent <Renderer>(); renderer.material.SetColor("_PointLightColor", pointLight.color); renderer.material.SetVector("_PointLightPosition", pointLight.GetWorldPosition()); }
// Update is called once per frame void Update() { // Pass updated light positions to shader MeshRenderer renderer = _terrain.GetComponent <MeshRenderer>(); renderer.material.SetColor("_PointLightColor", sun.color); renderer.material.SetVector("_PointLightPosition", sun.GetWorldPosition()); }
// Update is called once per frame void Update() { float terrainWidth = terrain.findWidth(terrain.nverts); //set water plane height relative to terrain height float waterHeight = 0.24f * terrain.totalHeight + terrain.findMinHeight(terrain.nverts); this.transform.position = new Vector3(0, waterHeight, 0); transform.localScale = new Vector3(terrainWidth / scaleToTerrainWidthRatio, 1, terrainWidth / scaleToTerrainWidthRatio); //print(terrainWidth / scaleToTerrainWidthRatio); SetColour(); //pass information for phong shader renderer = GetComponent <Renderer>(); renderer.material.SetColor("_PointLightColor", pointLight.color); renderer.material.SetVector("_PointLightPosition", pointLight.GetWorldPosition()); }