public WaterfallRenderingModule(Game2DWaterfall waterfallObject, WaterfallRenderingModuleParameters parameters) : base(parameters.RenderPixelLights, parameters.FarClipPlane, parameters.AllowMSAA, parameters.AllowHDR, parameters.SortingLayerID, parameters.SortingOrder) { _waterfallObject = waterfallObject; Refraction = new WaterRenderingMode(parameters.RefractionParameters, false); }
public WaterfallRipplesModule(Game2DWaterfall waterfallObject, WaterfallRipplesModuleParameters parameters) { _waterfallObject = waterfallObject; _isActive = parameters.IsActive; _updateWhenOffscreen = parameters.UpdateWhenOffscreen; _randomizeTimeInterval = parameters.RandomizeTimeInterval; _timeInterval = parameters.TimeInterval; _minimumTimeInterval = parameters.MinimumTimeInterval; _maximumTimeInterval = parameters.MaximumTimeInterval; _affectedWaterObjets = parameters.AffectedWaterObjets; }
public WaterfallMaterialModule(Game2DWaterfall waterfallObject) { _waterfallObject = waterfallObject; _refractionRenderTextureID = Shader.PropertyToID("_RefractionTexture"); _waterfallMatrixID = Shader.PropertyToID("_WaterfallMVP"); #if GAME_2D_WATER_KIT_LWRP _defaultMaterialShaderName = "Game2DWaterKit/Lightweight Render Pipeline/Unlit/Waterfall"; #elif GAME_2D_WATER_KIT_URP _defaultMaterialShaderName = "Game2DWaterKit/Universal Render Pipeline/Unlit/Waterfall"; #else _defaultMaterialShaderName = "Game2DWaterKit/Built-in Render Pipeline/Unlit/Waterfall"; #endif }
public WaterfallAttachedComponentsModule(Game2DWaterfall waterfallObject) { _waterfallObject = waterfallObject; }
public WaterfallAnimationModule(Game2DWaterfall waterfallObject) { _waterfallObject = waterfallObject; }
public WaterfallMeshModule(Game2DWaterfall waterfallObject) { _waterfallObject = waterfallObject; }
public WaterfallMeshModule(Game2DWaterfall waterfallObject, Vector2 topBottomEdgesRelativeLength) { _waterfallObject = waterfallObject; _topBottomEdgesRelativeLength = topBottomEdgesRelativeLength; }
public WaterfallMainModule(Game2DWaterfall waterfallObject, Vector2 waterfallSize) { _waterfallObject = waterfallObject; _transform = waterfallObject.transform; _size = waterfallSize; }