private void Start() { terrainData.ApplyToMaterial(terrainMaterial); viewerPositionLastUpdate = Vector3.negativeInfinity; WaterRenderer waterRenderer = gameObject.AddComponent <WaterRenderer>(); waterRenderer.waterMaterial = waterMaterial; waterRenderer.CreateCameras(waterData.resolution, waterData.waterLevelY); InvokeRepeating("UpdateTerrainChunks", 0, 0.1f); }
void OnValuesUpdates() { data.ApplyToMaterial(data.terrainMaterial); data.UpdateMeshHeights(data.terrainMaterial, 0.0f, maxHeight); }