예제 #1
0
        // Use this for initialization
        public virtual void Start()
        {
//			m_cameraToWorldMatrix = Matrix4x4d.Identity ();
//
            //using different materials for both the far and near cameras because they have different projection matrixes
            //the projection matrix in the shader has to match that of the camera or the projection will be wrong and the ocean will
            //appear to "shift around"

            if (Core.Instance.oceanPixelLights)
            {
                m_oceanMaterial = new Material(ShaderReplacer.Instance.LoadedShaders[("Scatterer/OceanWhiteCapsPixelLights")]);
            }
            else
            {
                m_oceanMaterial = new Material(ShaderReplacer.Instance.LoadedShaders[("Scatterer/OceanWhiteCaps")]);
            }

            if (Core.Instance.oceanSkyReflections)
            {
                m_oceanMaterial.EnableKeyword("SKY_REFLECTIONS_ON");
                m_oceanMaterial.DisableKeyword("SKY_REFLECTIONS_OFF");
            }
            else
            {
                m_oceanMaterial.EnableKeyword("SKY_REFLECTIONS_OFF");
                m_oceanMaterial.DisableKeyword("SKY_REFLECTIONS_ON");
            }

            if (Core.Instance.usePlanetShine)
            {
                m_oceanMaterial.EnableKeyword("PLANETSHINE_ON");
                m_oceanMaterial.DisableKeyword("PLANETSHINE_OFF");
            }
            else
            {
                m_oceanMaterial.DisableKeyword("PLANETSHINE_ON");
                m_oceanMaterial.EnableKeyword("PLANETSHINE_OFF");
            }

            if (Core.Instance.oceanRefraction)
            {
                m_oceanMaterial.EnableKeyword("REFRACTION_ON");
                m_oceanMaterial.DisableKeyword("REFRACTION_OFF");
            }
            else
            {
                m_oceanMaterial.EnableKeyword("REFRACTION_OFF");
                m_oceanMaterial.DisableKeyword("REFRACTION_ON");
            }


//			m_manager.GetSkyNode ().InitUniforms (m_oceanMaterialNear);


            m_manager.GetSkyNode().InitUniforms(m_oceanMaterial);

            m_oceanMaterial.SetTexture(ShaderProperties._customDepthTexture_PROPERTY, Core.Instance.customDepthBufferTexture);

            m_oceanMaterial.SetTexture("_BackgroundTexture", Core.Instance.refractionTexture);

            m_oceanMaterial.renderQueue = 2050;

            m_oldlocalToOcean = Matrix4x4d.Identity();
//			m_oldworldToOcean = Matrix4x4d.Identity ();
            m_offset = Vector3d2.Zero();

            //Create the projected grid. The resolution is the size in pixels
            //of each square in the grid. If the squares are small the size of
            //the mesh will exceed the max verts for a mesh in Unity. In this case
            //split the mesh up into smaller meshes.

            m_resolution = Mathf.Max(1, m_resolution);
            //The number of squares in the grid on the x and y axis
            int NX = Screen.width / m_resolution;
            int NY = Screen.height / m_resolution;

            numGrids = 1;

            //			const int MAX_VERTS = 65000;
            //The number of meshes need to make a grid of this resolution
            if (NX * NY > MAX_VERTS)
            {
                numGrids += (NX * NY) / MAX_VERTS;
            }

            m_screenGrids = new Mesh[numGrids];

            waterGameObjects   = new GameObject[numGrids];
            waterMeshRenderers = new MeshRenderer[numGrids];
            waterMeshFilters   = new MeshFilter[numGrids];

            //Make the meshes. The end product will be a grid of verts that cover
            //the screen on the x and y axis with the z depth at 0. This grid is then
            //projected as the ocean by the shader
            for (int i = 0; i < numGrids; i++)
            {
                NY = Screen.height / numGrids / m_resolution;

                m_screenGrids [i]        = MakePlane(NX, NY, (float)i / (float)numGrids, 1.0f / (float)numGrids);
                m_screenGrids [i].bounds = new Bounds(Vector3.zero, new Vector3(1e8f, 1e8f, 1e8f));


                waterGameObjects[i] = new GameObject();
                waterGameObjects[i].transform.parent = m_manager.parentCelestialBody.transform;               //might be redundant
                waterMeshFilters[i] = waterGameObjects[i].AddComponent <MeshFilter>();
                waterMeshFilters[i].mesh.Clear();
                waterMeshFilters[i].mesh = m_screenGrids[i];

                //waterGameObjects[i].layer = 15;
                waterGameObjects[i].layer = 23;
                waterMeshRenderers[i]     = waterGameObjects[i].AddComponent <MeshRenderer>();


                waterMeshRenderers[i].sharedMaterial = m_oceanMaterial;
                waterMeshRenderers[i].material       = m_oceanMaterial;


                waterMeshRenderers[i].receiveShadows    = false;
                waterMeshRenderers[i].shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;


//				CommandBufferModifiedProjectionMatrix tmp = waterGameObjects[i].AddComponent<CommandBufferModifiedProjectionMatrix>();
//				tmp.Core.Instance=Core.Instance;

                waterMeshRenderers[i].enabled = true;
            }

            cbProjectionMat           = waterGameObjects[0].AddComponent <CommandBufferModifiedProjectionMatrix>();
            cbProjectionMat.oceanNode = this;

            underwaterGameObject = new GameObject();

            if (underwaterGameObject.GetComponent <MeshFilter> ())
            {
                underwaterMeshFilter = underwaterGameObject.GetComponent <MeshFilter> ();
            }
            else
            {
                underwaterMeshFilter = underwaterGameObject.AddComponent <MeshFilter>();
            }

            underwaterMeshFilter.mesh.Clear();
            underwaterMeshFilter.mesh        = MeshFactory.MakePlaneWithFrustumIndexes();
            underwaterMeshFilter.mesh.bounds = new Bounds(Vector3.zero, new Vector3(1e8f, 1e8f, 1e8f));

            if (underwaterGameObject.GetComponent <MeshRenderer> ())
            {
                underwaterMeshrenderer = underwaterGameObject.GetComponent <MeshRenderer> ();
            }
            else
            {
                underwaterMeshrenderer = underwaterGameObject.AddComponent <MeshRenderer>();
            }

            underwaterPostProcessingMaterial = new Material(ShaderReplacer.Instance.LoadedShaders[("Scatterer/UnderwaterScatter")]);
            underwaterPostProcessingMaterial.SetOverrideTag("IgnoreProjector", "True");
            m_manager.GetSkyNode().InitPostprocessMaterial(underwaterPostProcessingMaterial);
            underwaterPostProcessingMaterial.renderQueue = 2049;

            if (Core.Instance.oceanRefraction && (HighLogic.LoadedScene != GameScenes.TRACKSTATION))
            {
                Core.Instance.refractionCam.underwaterPostProcessing = underwaterMeshrenderer;
            }
            underwaterMeshrenderer.sharedMaterial = underwaterPostProcessingMaterial;
            underwaterMeshrenderer.material       = underwaterPostProcessingMaterial;

            underwaterMeshrenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
            underwaterMeshrenderer.receiveShadows    = false;
            underwaterMeshrenderer.enabled           = false;

            //underwaterGameObject.layer = 15;
            underwaterGameObject.layer = 23;
        }
예제 #2
0
        // Use this for initialization
        public virtual void Start()
        {
//			m_cameraToWorldMatrix = Matrix4x4d.Identity ();
//
            //using different materials for both the far and near cameras because they have different projection matrixes
            //the projection matrix in the shader has to match that of the camera or the projection will be wrong and the ocean will
            //appear to "shift around"
//			m_oceanMaterialNear = new Material (ShaderTool.GetMatFromShader2 ("CompiledOceanWhiteCaps.shader"));

            if (m_core.oceanPixelLights)
            {
                m_oceanMaterialFar = new Material(ShaderTool.GetMatFromShader2("CompiledOceanWhiteCapsPixelLights.shader"));
            }
            else
            {
                m_oceanMaterialFar = new Material(ShaderTool.GetMatFromShader2("CompiledOceanWhiteCaps.shader"));
            }

            if (m_core.oceanSkyReflections)
            {
                m_oceanMaterialFar.EnableKeyword("SKY_REFLECTIONS_ON");
                m_oceanMaterialFar.DisableKeyword("SKY_REFLECTIONS_OFF");
            }
            else
            {
                m_oceanMaterialFar.EnableKeyword("SKY_REFLECTIONS_OFF");
                m_oceanMaterialFar.DisableKeyword("SKY_REFLECTIONS_ON");
            }


//			m_manager.GetSkyNode ().InitUniforms (m_oceanMaterialNear);
            m_manager.GetSkyNode().InitUniforms(m_oceanMaterialFar);

            m_oldlocalToOcean = Matrix4x4d.Identity();
//			m_oldworldToOcean = Matrix4x4d.Identity ();
            m_offset = Vector3d2.Zero();

            //Create the projected grid. The resolution is the size in pixels
            //of each square in the grid. If the squares are small the size of
            //the mesh will exceed the max verts for a mesh in Unity. In this case
            //split the mesh up into smaller meshes.

            m_resolution = Mathf.Max(1, m_resolution);
            //The number of squares in the grid on the x and y axis
            int NX = Screen.width / m_resolution;
            int NY = Screen.height / m_resolution;

            numGrids = 1;

            //			const int MAX_VERTS = 65000;
            //The number of meshes need to make a grid of this resolution
            if (NX * NY > MAX_VERTS)
            {
                numGrids += (NX * NY) / MAX_VERTS;
            }

            m_screenGrids = new Mesh[numGrids];

            waterGameObjects   = new GameObject[numGrids];
            waterMeshRenderers = new MeshRenderer[numGrids];
            waterMeshFilters   = new MeshFilter[numGrids];

            //Make the meshes. The end product will be a grid of verts that cover
            //the screen on the x and y axis with the z depth at 0. This grid is then
            //projected as the ocean by the shader
            for (int i = 0; i < numGrids; i++)
            {
                NY = Screen.height / numGrids / m_resolution;

                m_screenGrids [i]        = MakePlane(NX, NY, (float)i / (float)numGrids, 1.0f / (float)numGrids);
                m_screenGrids [i].bounds = new Bounds(Vector3.zero, new Vector3(1e8f, 1e8f, 1e8f));


                waterGameObjects[i] = new GameObject();
                waterGameObjects[i].transform.parent = m_manager.parentCelestialBody.transform;               //might be redundant
                waterMeshFilters[i] = waterGameObjects[i].AddComponent <MeshFilter>();
                waterMeshFilters[i].mesh.Clear();
                waterMeshFilters[i].mesh = m_screenGrids[i];

                waterGameObjects[i].layer = 15;
                waterMeshRenderers[i]     = waterGameObjects[i].AddComponent <MeshRenderer>();


                waterMeshRenderers[i].sharedMaterial = m_oceanMaterialFar;
                waterMeshRenderers[i].material       = m_oceanMaterialFar;

                waterMeshRenderers[i].shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
                waterMeshRenderers[i].receiveShadows    = false;

//				CommandBufferModifiedProjectionMatrix tmp = waterGameObjects[i].AddComponent<CommandBufferModifiedProjectionMatrix>();
//				tmp.m_core=m_core;

                waterMeshRenderers[i].enabled = true;
            }

            cbProjectionMat        = waterGameObjects[0].AddComponent <CommandBufferModifiedProjectionMatrix>();
            cbProjectionMat.m_core = m_core;
        }