internal void Awake(Water water) { this._Water = water; water.ProfilesManager.Changed.AddListener(new UnityAction <Water>(this.OnProfilesChanged)); water.WaterIdChanged += this.OnWaterIdChanged; WaterMaterials.CreateParameterHashes(); this.CreateMaterials(); }
public void ResetParameter(WaterMaterials.FloatParameter parameter) { int num = WaterMaterials._ParameterHashes[(int)parameter]; for (int i = 0; i < this._FloatOverrides.Length; i++) { if (this._FloatOverrides[i].Hash == num) { WaterMaterials.RemoveArrayElementAt <WaterMaterials.WaterParameterFloat>(ref this._FloatOverrides, i); } } }
public static void ValidateGlobalWaterDataLookupTex() { if (WaterMaterials._GlobalWaterLookupTex == null) { WaterMaterials.CreateGlobalWaterDataLookupTex(); WaterMaterials._GlobalLookupDirty = false; } else if (WaterMaterials._GlobalLookupDirty) { WaterMaterials._GlobalWaterLookupTex.Apply(false, false); WaterMaterials._GlobalLookupDirty = false; Shader.SetGlobalTexture("_GlobalWaterLookupTex", WaterMaterials._GlobalWaterLookupTex); } }