Пример #1
0
        private void SetWaves()
        {
            SetupWaves(surfaceData._customWaves);

            // set default resources
            Shader.SetGlobalTexture(FoamMap, resources.defaultFoamMap);
            Shader.SetGlobalTexture(SurfaceMap, resources.defaultSurfaceMap);

            _maxWaveHeight = 0f;
            foreach (var w in _waves)
            {
                _maxWaveHeight += w.amplitude;
            }
            _maxWaveHeight /= _waves.Length;

            _waveHeight = transform.position.y;

            Shader.SetGlobalFloat(WaveHeight, _waveHeight);
            Shader.SetGlobalFloat(MaxWaveHeight, _maxWaveHeight);
            Shader.SetGlobalFloat(MaxDepth, surfaceData._waterMaxVisibility);

            switch (settingsData.refType)
            {
            case ReflectionType.Cubemap:
                Shader.EnableKeyword("_REFLECTION_CUBEMAP");
                Shader.DisableKeyword("_REFLECTION_PROBES");
                Shader.DisableKeyword("_REFLECTION_PLANARREFLECTION");
                Shader.SetGlobalTexture(CubemapTexture, settingsData.cubemapRefType);
                break;

            case ReflectionType.ReflectionProbe:
                Shader.DisableKeyword("_REFLECTION_CUBEMAP");
                Shader.EnableKeyword("_REFLECTION_PROBES");
                Shader.DisableKeyword("_REFLECTION_PLANARREFLECTION");
                break;

            case ReflectionType.PlanarReflection:
                Shader.DisableKeyword("_REFLECTION_CUBEMAP");
                Shader.DisableKeyword("_REFLECTION_PROBES");
                Shader.EnableKeyword("_REFLECTION_PLANARREFLECTION");
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }

            Shader.SetGlobalInt(WaveCount, _waves.Length);

            //GPU side
            if (_useComputeBuffer)
            {
                Shader.EnableKeyword("USE_STRUCTURED_BUFFER");
                if (waveBuffer == null)
                {
                    waveBuffer = new ComputeBuffer(10, (sizeof(float) * 6));
                }
                waveBuffer.SetData(_waves);
                Shader.SetGlobalBuffer(WaveDataBuffer, waveBuffer);
            }
            else
            {
                Shader.DisableKeyword("USE_STRUCTURED_BUFFER");
                Shader.SetGlobalVectorArray(WaveData, GetWaveData());
            }
            //CPU side
            if (GerstnerWavesJobs.Initialized == false && Application.isPlaying)
            {
                GerstnerWavesJobs.Init();
            }
        }
Пример #2
0
        void SetWaves()
        {
            SetupWaves(surfaceData._customWaves);

            // set default resources
            Shader.SetGlobalTexture("_FoamMap", resources.defaultFoamMap);
            Shader.SetGlobalTexture("_SurfaceMap", resources.defaultSurfaceMap);

            _maxWaveHeight = 0f;
            foreach (Wave w in _waves)
            {
                _maxWaveHeight += w.amplitude;
            }
            _maxWaveHeight /= (float)_waves.Length;

            Shader.SetGlobalFloat("_MaxWaveHeight", _maxWaveHeight);
            Shader.SetGlobalFloat("_MaxDepth", surfaceData._waterMaxVisibility);

            switch (settingsData.refType)
            {
            case ReflectionType.Cubemap:
                Shader.EnableKeyword("_REFLECTION_CUBEMAP");
                Shader.DisableKeyword("_REFLECTION_PROBES");
                Shader.DisableKeyword("_REFLECTION_PLANARREFLECTION");
                Shader.SetGlobalTexture("_CubemapTexture", settingsData.cubemapRefType);
                break;

            case ReflectionType.ReflectionProbe:
                Shader.DisableKeyword("_REFLECTION_CUBEMAP");
                Shader.EnableKeyword("_REFLECTION_PROBES");
                Shader.DisableKeyword("_REFLECTION_PLANARREFLECTION");
                break;

            case ReflectionType.PlanarReflection:
                Shader.DisableKeyword("_REFLECTION_CUBEMAP");
                Shader.DisableKeyword("_REFLECTION_PROBES");
                Shader.EnableKeyword("_REFLECTION_PLANARREFLECTION");
                break;
            }

            Shader.SetGlobalInt("_WaveCount", _waves.Length);

            //GPU side
            if (useComputeBuffer)
            {
                Shader.EnableKeyword("USE_STRUCTURED_BUFFER");
                if (_waveBuffer == null)
                {
                    _waveBuffer = new ComputeBuffer(10, (sizeof(float) * 6));
                }
                _waveBuffer.SetData(_waves);
                Shader.SetGlobalBuffer("_WaveDataBuffer", _waveBuffer);
            }
            else
            {
                Shader.DisableKeyword("USE_STRUCTURED_BUFFER");
                Shader.SetGlobalVectorArray("waveData", GetWaveData());
            }
            //CPU side
            if (GerstnerWavesJobs.init == false && Application.isPlaying)
            {
                GerstnerWavesJobs.Init();
            }
        }