public override void OnInspectorGUI()
        {
            serObj.Update();

            var go = ((SpecularLighting)serObj.targetObject).gameObject;
            var wb = (WaterBase)go.GetComponent(typeof(WaterBase));

            if (!wb.sharedMaterial)
            {
                return;
            }

            if (wb.sharedMaterial.HasProperty("_WorldLightDir"))
            {
                GUILayout.Label("Transform casting specular highlights", EditorStyles.miniBoldLabel);
                EditorGUILayout.PropertyField(specularLight, new GUIContent("Specular light"));

                if (wb.sharedMaterial.HasProperty("_SpecularColor"))
                {
                    WaterEditorUtility.SetMaterialColor(
                        "_SpecularColor",
                        EditorGUILayout.ColorField("Specular",
                                                   WaterEditorUtility.GetMaterialColor("_SpecularColor", wb.sharedMaterial)),
                        wb.sharedMaterial);
                }
                if (wb.sharedMaterial.HasProperty("_Shininess"))
                {
                    WaterEditorUtility.SetMaterialFloat("_Shininess", EditorGUILayout.Slider(
                                                            "Specular power",
                                                            WaterEditorUtility.GetMaterialFloat("_Shininess", wb.sharedMaterial),
                                                            0.0F, 500.0F), wb.sharedMaterial);
                }
            }
            else
            {
                GUILayout.Label("The shader doesn't have the needed _WorldLightDir property.",
                                EditorStyles.miniBoldLabel);
            }

            serObj.ApplyModifiedProperties();
        }
Пример #2
0
    public override void OnInspectorGUI()
    {
        serObj.Update();

        GameObject go = ((GerstnerDisplace)serObj.targetObject).gameObject;
        WaterBase  wb = (WaterBase)go.GetComponent(typeof(WaterBase));
        Material   sharedWaterMaterial = wb.sharedMaterial;

        GUILayout.Label("Animates vertices using up 4 generated waves", EditorStyles.miniBoldLabel);

        if (sharedWaterMaterial)
        {
            Vector4 amplitude   = WaterEditorUtility.GetMaterialVector("_GAmplitude", sharedWaterMaterial);
            Vector4 frequency   = WaterEditorUtility.GetMaterialVector("_GFrequency", sharedWaterMaterial);
            Vector4 steepness   = WaterEditorUtility.GetMaterialVector("_GSteepness", sharedWaterMaterial);
            Vector4 speed       = WaterEditorUtility.GetMaterialVector("_GSpeed", sharedWaterMaterial);
            Vector4 directionAB = WaterEditorUtility.GetMaterialVector("_GDirectionAB", sharedWaterMaterial);
            Vector4 directionCD = WaterEditorUtility.GetMaterialVector("_GDirectionCD", sharedWaterMaterial);

            amplitude   = EditorGUILayout.Vector4Field("Amplitude (Height offset)", amplitude);
            frequency   = EditorGUILayout.Vector4Field("Frequency (Tiling)", frequency);
            steepness   = EditorGUILayout.Vector4Field("Steepness", steepness);
            speed       = EditorGUILayout.Vector4Field("WalkSpeed", speed);
            directionAB = EditorGUILayout.Vector4Field("Direction scale (Wave 1 (X,Y) and 2 (Z,W))", directionAB);
            directionCD = EditorGUILayout.Vector4Field("Direction scale (Wave 3 (X,Y) and 4 (Z,W))", directionCD);

            if (GUI.changed)
            {
                WaterEditorUtility.SetMaterialVector("_GAmplitude", amplitude, sharedWaterMaterial);
                WaterEditorUtility.SetMaterialVector("_GFrequency", frequency, sharedWaterMaterial);
                WaterEditorUtility.SetMaterialVector("_GSteepness", steepness, sharedWaterMaterial);
                WaterEditorUtility.SetMaterialVector("_GSpeed", speed, sharedWaterMaterial);
                WaterEditorUtility.SetMaterialVector("_GDirectionAB", directionAB, sharedWaterMaterial);
                WaterEditorUtility.SetMaterialVector("_GDirectionCD", directionCD, sharedWaterMaterial);
            }

            /*
             *
             * Vector4 animationTiling = WaterEditorUtility.GetMaterialVector("_AnimationTiling", sharedWaterMaterial);
             * Vector4 animationDirection = WaterEditorUtility.GetMaterialVector("_AnimationDirection", sharedWaterMaterial);
             *
             * float firstTilingU = animationTiling.x*100.0F;
             * float firstTilingV = animationTiling.y*100.0F;
             * float firstDirectionU = animationDirection.x;
             * float firstDirectionV = animationDirection.y;
             *
             * float secondTilingU = animationTiling.z*100.0F;
             * float secondTilingV = animationTiling.w*100.0F;
             * float secondDirectionU = animationDirection.z;
             * float secondDirectionV = animationDirection.w;
             *
             *
             * EditorGUILayout.BeginHorizontal ();
             * firstTilingU = EditorGUILayout.FloatField("First Tiling U", firstTilingU);
             * firstTilingV = EditorGUILayout.FloatField("First Tiling V", firstTilingV);
             * EditorGUILayout.EndHorizontal ();
             * EditorGUILayout.BeginHorizontal ();
             * secondTilingU = EditorGUILayout.FloatField("Second Tiling U", secondTilingU);
             * secondTilingV = EditorGUILayout.FloatField("Second Tiling V", secondTilingV);
             * EditorGUILayout.EndHorizontal ();
             *
             * EditorGUILayout.BeginHorizontal ();
             * firstDirectionU = EditorGUILayout.FloatField("1st Animation U", firstDirectionU);
             * firstDirectionV = EditorGUILayout.FloatField("1st Animation V", firstDirectionV);
             * EditorGUILayout.EndHorizontal ();
             * EditorGUILayout.BeginHorizontal ();
             * secondDirectionU = EditorGUILayout.FloatField("2nd Animation U", secondDirectionU);
             * secondDirectionV = EditorGUILayout.FloatField("2nd Animation V", secondDirectionV);
             * EditorGUILayout.EndHorizontal ();
             *
             * animationDirection = new Vector4(firstDirectionU,firstDirectionV, secondDirectionU,secondDirectionV);
             * animationTiling = new Vector4(firstTilingU/100.0F,firstTilingV/100.0F, secondTilingU/100.0F,secondTilingV/100.0F);
             *
             * WaterEditorUtility.SetMaterialVector("_AnimationTiling", animationTiling, sharedWaterMaterial);
             * WaterEditorUtility.SetMaterialVector("_AnimationDirection", animationDirection, sharedWaterMaterial);
             *
             * EditorGUILayout.Separator ();
             *
             * GUILayout.Label ("Displacement Strength", EditorStyles.boldLabel);
             *
             * float heightDisplacement = WaterEditorUtility.GetMaterialFloat("_HeightDisplacement", sharedWaterMaterial);
             *
             * heightDisplacement = EditorGUILayout.Slider("Height", heightDisplacement, 0.0F, 5.0F);
             * WaterEditorUtility.SetMaterialFloat("_HeightDisplacement", heightDisplacement, sharedWaterMaterial);
             */
        }

        serObj.ApplyModifiedProperties();
    }
Пример #3
0
    public override void OnInspectorGUI()
    {
        serObj.Update();

        waterBase = (WaterBase)serObj.targetObject;
        oceanBase = ((WaterBase)serObj.targetObject).gameObject;
        if (!oceanBase)
        {
            return;
        }

        GUILayout.Label("This script helps adjusting water material properties", EditorStyles.miniBoldLabel);

        EditorGUILayout.PropertyField(sharedMaterial, new GUIContent("Material"));
        oceanMaterial = (Material)sharedMaterial.objectReferenceValue;

        if (!oceanMaterial)
        {
            sharedMaterial.objectReferenceValue = (Object)WaterEditorUtility.LocateValidWaterMaterial(oceanBase.transform);
            serObj.ApplyModifiedProperties();
            oceanMaterial = (Material)sharedMaterial.objectReferenceValue;
            if (!oceanMaterial)
            {
                return;
            }
        }

        EditorGUILayout.Separator();

        GUILayout.Label("Overall Quality", EditorStyles.boldLabel);
        EditorGUILayout.PropertyField(waterQuality, new GUIContent("Quality"));
        EditorGUILayout.PropertyField(edgeBlend, new GUIContent("Edge blend?"));

        EditorGUILayout.Separator();

        bool hasShore = oceanMaterial.HasProperty("_ShoreTex");

        GUILayout.Label("Main Colors", EditorStyles.boldLabel);
        GUILayout.Label("Alpha values define blending with realtime textures", EditorStyles.miniBoldLabel);

        EditorGUILayout.BeginHorizontal();
        WaterEditorUtility.SetMaterialColor("_BaseColor", EditorGUILayout.ColorField("Refraction", WaterEditorUtility.GetMaterialColor("_BaseColor", oceanMaterial)), oceanMaterial);
        WaterEditorUtility.SetMaterialColor("_ReflectionColor", EditorGUILayout.ColorField("Reflection", WaterEditorUtility.GetMaterialColor("_ReflectionColor", oceanMaterial)), oceanMaterial);
        EditorGUILayout.EndHorizontal();

        EditorGUILayout.Separator();

        GUILayout.Label("Main Textures", EditorStyles.boldLabel);
        GUILayout.Label("Used for small waves (bumps), foam and white caps", EditorStyles.miniBoldLabel);

        EditorGUILayout.BeginHorizontal();
        WaterEditorUtility.SetMaterialTexture("_BumpMap", (Texture)EditorGUILayout.ObjectField("Normals", WaterEditorUtility.GetMaterialTexture("_BumpMap", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial);
        if (hasShore)
        {
            WaterEditorUtility.SetMaterialTexture("_ShoreTex", (Texture)EditorGUILayout.ObjectField("Shore & Foam", WaterEditorUtility.GetMaterialTexture("_ShoreTex", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial);
        }
        EditorGUILayout.EndHorizontal();

        Vector4 animationTiling;
        Vector4 animationDirection;

        Vector2 firstTiling;
        Vector2 secondTiling;
        Vector2 firstDirection;
        Vector2 secondDirection;

        animationTiling    = WaterEditorUtility.GetMaterialVector("_BumpTiling", oceanMaterial);
        animationDirection = WaterEditorUtility.GetMaterialVector("_BumpDirection", oceanMaterial);

        firstTiling  = new Vector2(animationTiling.x * 100.0F, animationTiling.y * 100.0F);
        secondTiling = new Vector2(animationTiling.z * 100.0F, animationTiling.w * 100.0F);

        EditorGUILayout.BeginHorizontal();
        firstTiling.x = EditorGUILayout.FloatField("1st Tiling U", firstTiling.x);
        firstTiling.y = EditorGUILayout.FloatField("1st Tiling V", firstTiling.y);
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.BeginHorizontal();
        secondTiling.x = EditorGUILayout.FloatField("2nd Tiling U", secondTiling.x);
        secondTiling.y = EditorGUILayout.FloatField("2nd Tiling V", secondTiling.y);
        EditorGUILayout.EndHorizontal();

        firstDirection  = new Vector2(animationDirection.x, animationDirection.y);
        secondDirection = new Vector2(animationDirection.z, animationDirection.w);

        EditorGUILayout.BeginHorizontal();
        firstDirection.x = EditorGUILayout.FloatField("1st Animation U", firstDirection.x);
        firstDirection.y = EditorGUILayout.FloatField("1st Animation V", firstDirection.y);
        EditorGUILayout.EndHorizontal();
        EditorGUILayout.BeginHorizontal();
        secondDirection.x = EditorGUILayout.FloatField("2nd Animation U", secondDirection.x);
        secondDirection.y = EditorGUILayout.FloatField("2nd Animation V", secondDirection.y);
        EditorGUILayout.EndHorizontal();

        animationTiling    = new Vector4(firstTiling.x / 100.0F, firstTiling.y / 100.0F, secondTiling.x / 100.0F, secondTiling.y / 100.0F);
        animationDirection = new Vector4(firstDirection.x, firstDirection.y, secondDirection.x, secondDirection.y);

        WaterEditorUtility.SetMaterialVector("_BumpTiling", animationTiling, oceanMaterial);
        WaterEditorUtility.SetMaterialVector("_BumpDirection", animationDirection, oceanMaterial);

        Vector4 displacementParameter = WaterEditorUtility.GetMaterialVector("_DistortParams", oceanMaterial);
        Vector4 fade = WaterEditorUtility.GetMaterialVector("_InvFadeParemeter", oceanMaterial);

        EditorGUILayout.Separator();

        GUILayout.Label("Normals", EditorStyles.boldLabel);
        GUILayout.Label("Displacement for fresnel, specular and reflection/refraction", EditorStyles.miniBoldLabel);

        float gerstnerNormalIntensity = WaterEditorUtility.GetMaterialFloat("_GerstnerIntensity", oceanMaterial);

        gerstnerNormalIntensity = EditorGUILayout.Slider("Per Vertex", gerstnerNormalIntensity, -2.5F, 2.5F);
        WaterEditorUtility.SetMaterialFloat("_GerstnerIntensity", gerstnerNormalIntensity, oceanMaterial);

        displacementParameter.x = EditorGUILayout.Slider("Per Pixel", displacementParameter.x, -4.0F, 4.0F);
        displacementParameter.y = EditorGUILayout.Slider("Distortion", displacementParameter.y, -0.5F, 0.5F);
        // fade.z = EditorGUILayout.Slider("Distance fade", fade.z, 0.0f, 0.5f);

        EditorGUILayout.Separator();

        GUILayout.Label("Fresnel", EditorStyles.boldLabel);
        GUILayout.Label("Defines reflection to refraction relation", EditorStyles.miniBoldLabel);

        if (!oceanMaterial.HasProperty("_Fresnel"))
        {
            if (oceanMaterial.HasProperty("_FresnelScale"))
            {
                float fresnelScale = EditorGUILayout.Slider("Intensity", WaterEditorUtility.GetMaterialFloat("_FresnelScale", oceanMaterial), 0.1F, 4.0F);
                WaterEditorUtility.SetMaterialFloat("_FresnelScale", fresnelScale, oceanMaterial);
            }
            displacementParameter.z = EditorGUILayout.Slider("Power", displacementParameter.z, 0.1F, 10.0F);
            displacementParameter.w = EditorGUILayout.Slider("Bias", displacementParameter.w, -3.0F, 3.0F);
        }
        else
        {
            Texture fresnelTex = (Texture)EditorGUILayout.ObjectField(
                "Ramp",
                (Texture)WaterEditorUtility.GetMaterialTexture("_Fresnel",
                                                               oceanMaterial),
                typeof(Texture),
                false);
            WaterEditorUtility.SetMaterialTexture("_Fresnel", fresnelTex, oceanMaterial);
        }

        EditorGUILayout.Separator();

        WaterEditorUtility.SetMaterialVector("_DistortParams", displacementParameter, oceanMaterial);

        if (edgeBlend.boolValue)
        {
            GUILayout.Label("Fading", EditorStyles.boldLabel);

            fade.x = EditorGUILayout.Slider("Edge fade", fade.x, 0.0f, 0.3f);
            if (hasShore)
            {
                fade.y = EditorGUILayout.Slider("Shore fade", fade.y, 0.0f, 0.3f);
            }
            fade.w = EditorGUILayout.Slider("Extinction fade", fade.w, 0.0f, 2.5f);

            WaterEditorUtility.SetMaterialVector("_InvFadeParemeter", fade, oceanMaterial);
        }
        EditorGUILayout.Separator();

        if (oceanMaterial.HasProperty("_Foam"))
        {
            GUILayout.Label("Foam", EditorStyles.boldLabel);

            Vector4 foam = WaterEditorUtility.GetMaterialVector("_Foam", oceanMaterial);

            foam.x = EditorGUILayout.Slider("Intensity", foam.x, 0.0F, 1.0F);
            foam.y = EditorGUILayout.Slider("Cutoff", foam.y, 0.0F, 1.0F);

            WaterEditorUtility.SetMaterialVector("_Foam", foam, oceanMaterial);
        }

        serObj.ApplyModifiedProperties();
    }
Пример #4
0
    public override void OnInspectorGUI()
    {
        serObj.Update();

        GameObject go = ((GerstnerDisplace)serObj.targetObject).gameObject;
        WaterBase  wb = (WaterBase)go.GetComponent(typeof(WaterBase));
        Material   sharedWaterMaterial = wb.sharedMaterial;

        GUILayout.Label("Animates vertices using up to 4 generated waves", EditorStyles.miniBoldLabel);

        if (sharedWaterMaterial)
        {
            Vector4 amplitude   = WaterEditorUtility.GetMaterialVector("_GAmplitude", sharedWaterMaterial);
            Vector4 frequency   = WaterEditorUtility.GetMaterialVector("_GFrequency", sharedWaterMaterial);
            Vector4 steepness   = WaterEditorUtility.GetMaterialVector("_GSteepness", sharedWaterMaterial);
            Vector4 speed       = WaterEditorUtility.GetMaterialVector("_GSpeed", sharedWaterMaterial);
            Vector4 directionAB = WaterEditorUtility.GetMaterialVector("_GDirectionAB", sharedWaterMaterial);
            Vector4 directionCD = WaterEditorUtility.GetMaterialVector("_GDirectionCD", sharedWaterMaterial);

            float amplitudeA = amplitude.x;
            float amplitudeB = amplitude.y;
            float amplitudeC = amplitude.z;
            float amplitudeD = amplitude.w;

            float frequencyA = frequency.x;
            float frequencyB = frequency.y;
            float frequencyC = frequency.z;
            float frequencyD = frequency.w;

            float steepnessA = steepness.x;
            float steepnessB = steepness.y;
            float steepnessC = steepness.z;
            float steepnessD = steepness.w;

            float speedA = speed.x;
            float speedB = speed.y;
            float speedC = speed.z;
            float speedD = speed.w;

            float xDirectionA = directionAB.x;
            float yDirectionA = directionAB.y;
            float xDirectionB = directionAB.z;
            float yDirectionB = directionAB.w;
            float xDirectionC = directionCD.x;
            float yDirectionC = directionCD.y;
            float xDirectionD = directionCD.z;
            float yDirectionD = directionCD.w;

            GUILayout.Label("Wave A", EditorStyles.boldLabel);

            EditorGUILayout.BeginHorizontal();
            amplitudeA = EditorGUILayout.FloatField("Amplitude", amplitudeA);
            frequencyA = EditorGUILayout.FloatField("Frequency", frequencyA);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            steepnessA = EditorGUILayout.FloatField("Steepness", steepnessA);
            speedA     = EditorGUILayout.FloatField("Speed", speedA);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            xDirectionA = EditorGUILayout.FloatField("Direction (X)", xDirectionA);
            yDirectionA = EditorGUILayout.FloatField("Direction (Y)", yDirectionA);
            EditorGUILayout.EndHorizontal();

            GUILayout.Label("Wave B", EditorStyles.boldLabel);

            EditorGUILayout.BeginHorizontal();
            amplitudeB = EditorGUILayout.FloatField("Amplitude", amplitudeB);
            frequencyB = EditorGUILayout.FloatField("Frequency", frequencyB);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            steepnessB = EditorGUILayout.FloatField("Steepness", steepnessB);
            speedB     = EditorGUILayout.FloatField("Speed", speedB);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            xDirectionB = EditorGUILayout.FloatField("Direction (X)", xDirectionB);
            yDirectionB = EditorGUILayout.FloatField("Direction (Y)", yDirectionB);
            EditorGUILayout.EndHorizontal();

            GUILayout.Label("Wave C", EditorStyles.boldLabel);

            EditorGUILayout.BeginHorizontal();
            amplitudeC = EditorGUILayout.FloatField("Amplitude", amplitudeC);
            frequencyC = EditorGUILayout.FloatField("Frequency", frequencyC);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            steepnessC = EditorGUILayout.FloatField("Steepness", steepnessC);
            speedC     = EditorGUILayout.FloatField("Speed", speedC);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            xDirectionC = EditorGUILayout.FloatField("Direction (X)", xDirectionC);
            yDirectionC = EditorGUILayout.FloatField("Direction (Y)", yDirectionC);
            EditorGUILayout.EndHorizontal();

            GUILayout.Label("Wave D", EditorStyles.boldLabel);

            EditorGUILayout.BeginHorizontal();
            amplitudeD = EditorGUILayout.FloatField("Amplitude", amplitudeD);
            frequencyD = EditorGUILayout.FloatField("Frequency", frequencyD);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            steepnessD = EditorGUILayout.FloatField("Steepness", steepnessD);
            speedD     = EditorGUILayout.FloatField("Speed", speedD);
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            xDirectionD = EditorGUILayout.FloatField("Direction (X)", xDirectionD);
            yDirectionD = EditorGUILayout.FloatField("Direction (Y)", yDirectionD);
            EditorGUILayout.EndHorizontal();

            amplitude = new Vector4(amplitudeA, amplitudeB, amplitudeC, amplitudeD);
            frequency = new Vector4(frequencyA, frequencyB, frequencyC, frequencyD);
            steepness = new Vector4(steepnessA, steepnessB, steepnessC, steepnessD);
            speed     = new Vector4(speedA, speedB, speedC, speedD);
            float dirALen = 1.0f;
            float dirBLen = 1.0f;
            float dirCLen = 1.0f;
            float dirDLen = 1.0f;
            directionAB = new Vector4(xDirectionA / dirALen, yDirectionA / dirALen, xDirectionB / dirBLen, yDirectionB / dirBLen);
            directionCD = new Vector4(xDirectionC / dirCLen, yDirectionC / dirCLen, xDirectionD / dirDLen, yDirectionD / dirDLen);
            if (GUI.changed)
            {
                WaterEditorUtility.SetMaterialVector("_GAmplitude", amplitude, sharedWaterMaterial);
                WaterEditorUtility.SetMaterialVector("_GFrequency", frequency, sharedWaterMaterial);
                WaterEditorUtility.SetMaterialVector("_GSteepness", steepness, sharedWaterMaterial);
                WaterEditorUtility.SetMaterialVector("_GSpeed", speed, sharedWaterMaterial);
                WaterEditorUtility.SetMaterialVector("_GDirectionAB", directionAB, sharedWaterMaterial);
                WaterEditorUtility.SetMaterialVector("_GDirectionCD", directionCD, sharedWaterMaterial);
            }

            /*
             *
             * Vector4 animationTiling = WaterEditorUtility.GetMaterialVector("_AnimationTiling", sharedWaterMaterial);
             * Vector4 animationDirection = WaterEditorUtility.GetMaterialVector("_AnimationDirection", sharedWaterMaterial);
             *
             * float firstTilingU = animationTiling.x*100.0F;
             * float firstTilingV = animationTiling.y*100.0F;
             * float firstDirectionU = animationDirection.x;
             * float firstDirectionV = animationDirection.y;
             *
             * float secondTilingU = animationTiling.z*100.0F;
             * float secondTilingV = animationTiling.w*100.0F;
             * float secondDirectionU = animationDirection.z;
             * float secondDirectionV = animationDirection.w;
             *
             *
             * EditorGUILayout.BeginHorizontal ();
             * firstTilingU = EditorGUILayout.FloatField("First Tiling U", firstTilingU);
             * firstTilingV = EditorGUILayout.FloatField("First Tiling V", firstTilingV);
             * EditorGUILayout.EndHorizontal ();
             * EditorGUILayout.BeginHorizontal ();
             * secondTilingU = EditorGUILayout.FloatField("Second Tiling U", secondTilingU);
             * secondTilingV = EditorGUILayout.FloatField("Second Tiling V", secondTilingV);
             * EditorGUILayout.EndHorizontal ();
             *
             * EditorGUILayout.BeginHorizontal ();
             * firstDirectionU = EditorGUILayout.FloatField("1st Animation U", firstDirectionU);
             * firstDirectionV = EditorGUILayout.FloatField("1st Animation V", firstDirectionV);
             * EditorGUILayout.EndHorizontal ();
             * EditorGUILayout.BeginHorizontal ();
             * secondDirectionU = EditorGUILayout.FloatField("2nd Animation U", secondDirectionU);
             * secondDirectionV = EditorGUILayout.FloatField("2nd Animation V", secondDirectionV);
             * EditorGUILayout.EndHorizontal ();
             *
             * animationDirection = new Vector4(firstDirectionU,firstDirectionV, secondDirectionU,secondDirectionV);
             * animationTiling = new Vector4(firstTilingU/100.0F,firstTilingV/100.0F, secondTilingU/100.0F,secondTilingV/100.0F);
             *
             * WaterEditorUtility.SetMaterialVector("_AnimationTiling", animationTiling, sharedWaterMaterial);
             * WaterEditorUtility.SetMaterialVector("_AnimationDirection", animationDirection, sharedWaterMaterial);
             *
             * EditorGUILayout.Separator ();
             *
             * GUILayout.Label ("Displacement Strength", EditorStyles.boldLabel);
             *
             * float heightDisplacement = WaterEditorUtility.GetMaterialFloat("_HeightDisplacement", sharedWaterMaterial);
             *
             * heightDisplacement = EditorGUILayout.Slider("Height", heightDisplacement, 0.0F, 5.0F);
             * WaterEditorUtility.SetMaterialFloat("_HeightDisplacement", heightDisplacement, sharedWaterMaterial);
             */
        }

        serObj.ApplyModifiedProperties();
    }