public static GameObject CreateWater(Texture2D waterTexture, Texture2D normalTexture, Vector3 size) { var gameObject = new GameObject("Water"); var renderer = gameObject.AddComponent <MeshRenderer>(); renderer.CastShadow = false; renderer.ReceiveShadow = false; renderer.Geometry = new PlaneMesh(); var collider = gameObject.AddComponent <BoxCollider>(); collider.IsPickable = false; var material = new StandardWaterMaterial(gameObject.Scene); material.MainTexture = waterTexture; material.NormalMap = normalTexture; renderer.Material = material; renderer.Geometry.Size = size; renderer.Geometry.Build(); //collider.BoundingBox = new BoundingBox(transform.Position, size); return(gameObject); }
public DeferredStandardWater(StandardWaterMaterial material) : base(material) { }
public ForwardStandardWater(StandardWaterMaterial material) { m_Material = material; }
public LPPStandardWater(StandardWaterMaterial material) { m_Material = material; }