internal void OnValidate(WindWaves windWaves) { if (this._Enabled) { this.FindMostMeaningfulWaves(); } }
public DynamicSmoothness(Water water, WindWaves windWaves) { this._Water = water; this._WindWaves = windWaves; this._Supported = DynamicSmoothness.CheckSupport(); this._VarianceShader = water.ShaderSet.GetComputeShader("Spectral Variances"); this.OnCopyModeChanged(); }
private void OnResolutionChanged(WindWaves windWaves) { if (this._BlankOutput != null) { UnityEngine.Object.Destroy(this._BlankOutput); this._BlankOutput = null; } this._ResourcesReady = false; }
public WindWavesSpectrumOverlay(WindWaves windWaves) { this._WindWaves = windWaves; this._SpectrumData = new Vector2[4][]; for (int i = 0; i < 4; i++) { this._SpectrumData[i] = new Vector2[windWaves.FinalResolution * windWaves.FinalResolution]; } }
public SpectrumResolverCPU(Water water, WindWaves windWaves, int numScales) { this._Water = water; this._WindWaves = windWaves; this._SpectraDataCache = new Dictionary <WaterWavesSpectrum, WaterWavesSpectrumData>(); this._SpectraDataList = new List <WaterWavesSpectrumDataBase>(); this._OverlayedSpectra = new List <WaterWavesSpectrumDataBase>(); this._NumTiles = numScales; this._CachedSeed = water.Seed; this.CreateSpectraLevels(); }
public void CacheProfiles(params WaterProfileData[] profiles) { WindWaves windWaves = this._Water.WindWaves; if (windWaves != null) { for (int i = 0; i < profiles.Length; i++) { windWaves.SpectrumResolver.CacheSpectrum(profiles[i].Spectrum); } } }
public void OnCopyModeChanged() { if (this._WindWaves == null || this._WindWaves.CopyFrom == null) { return; } this._WindWaves.CopyFrom.ForceStartup(); this.FreeResources(); WindWaves windWaves = this._WindWaves.CopyFrom.WindWaves; windWaves.DynamicSmoothness.ValidateVarianceTextures(); this._Water.Renderer.PropertyBlock.SetTexture("_SlopeVariance", windWaves.DynamicSmoothness._VarianceTexture); }
public WavesRendererFFT(Water water, WindWaves windWaves, WavesRendererFFT.Data data) { this._Water = water; this._WindWaves = windWaves; this._Data = data; if (windWaves.LoopDuration != 0f) { this._NormalMapsCache = new RenderTexture[data.CachedFrameCount][]; this._DisplacementMapsCache = new RenderTexture[data.CachedFrameCount][]; this._IsCachedFrameValid = new bool[data.CachedFrameCount]; water.ProfilesManager.Changed.AddListener(new UnityAction <Water>(this.OnProfilesChanged)); } this.Validate(); }
public WavesRendererGerstner(Water water, WindWaves windWaves, WavesRendererGerstner.Data data) { this._Water = water; this._WindWaves = windWaves; this._Data = data; }
public void BuildShaderVariant(ShaderVariant variant, Water water, WindWaves windWaves, WaterQualityLevel qualityLevel) { variant.SetUnityKeyword("_WAVES_GERSTNER", this._Enabled); }
private void OnResolutionChanged(WindWaves windWaves) { this.Dispose(false); this.ValidateResources(); }
private void OnWindDirectionChanged(WindWaves windWaves) { this.ResetComputations(); }