Question by
DartagnanK · Oct 04, 2016 at 04:08 AM ·
water pro
Water Script Not Working
Im terrible at programming, but i need help.
i tried to use the water script and this is what i got: http://imgur.com/a/fiW2g
using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityStandardAssets.Water
{
[ExecuteInEditMode] // Make water live-update even when not in play mode
public class Water : MonoBehaviour
{
public enum WaterMode
{
Simple = 0,
Reflective = 1,
Refractive = 2,
};
public WaterMode waterMode = WaterMode.Refractive;
public bool disablePixelLights = true;
public int textureSize = 256;
public float clipPlaneOffset = 0.07f;
public LayerMask reflectLayers = -1;
public LayerMask refractLayers = -1;
private Dictionary<Camera, Camera> m_ReflectionCameras = new Dictionary<Camera, Camera>(); // Camera -> Camera table
private Dictionary<Camera, Camera> m_RefractionCameras = new Dictionary<Camera, Camera>(); // Camera -> Camera table
private RenderTexture m_ReflectionTexture;
private RenderTexture m_RefractionTexture;
private WaterMode m_HardwareWaterSupport = WaterMode.Refractive;
private int m_OldReflectionTextureSize;
private int m_OldRefractionTextureSize;
private static bool s_InsideWater;
// This is called when it's known that the object will be rendered by some
// camera. We render reflections / refractions and do other updates here.
// Because the script executes in edit mode, reflections for the scene view
// camera will just work!
public void OnWillRenderObject()
{
if (!enabled || !GetComponent<Renderer>() || !GetComponent<Renderer>().sharedMaterial ||
!GetComponent<Renderer>().enabled)
{
return;
}
Camera cam = Camera.current;
if (!cam)
{
return;
}
// Safeguard from recursive water reflections.
if (s_InsideWater)
{
return;
}
s_InsideWater = true;
// Actual water rendering mode depends on both the current setting AND
// the hardware support. There's no point in rendering refraction textures
// if they won't be visible in the end.
m_HardwareWaterSupport = FindHardwareWaterSupport();
WaterMode mode = GetWaterMode();
Camera reflectionCamera, refractionCamera;
CreateWaterObjects(cam, out reflectionCamera, out refractionCamera);
// find out the reflection plane: position and normal in world space
Vector3 pos = transform.position;
Vector3 normal = transform.up;
// Optionally disable pixel lights for reflection/refraction
int oldPixelLightCount = QualitySettings.pixelLightCount;
if (disablePixelLights)
{
QualitySettings.pixelLightCount = 0;
}
UpdateCameraModes(cam, reflectionCamera);
UpdateCameraModes(cam, refractionCamera);
// Render reflection if needed
if (mode >= WaterMode.Reflective)
{
// Reflect camera around reflection plane
float d = -Vector3.Dot(normal, pos) - clipPlaneOffset;
Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d);
Matrix4x4 reflection = Matrix4x4.zero;
CalculateReflectionMatrix(ref reflection, reflectionPlane);
Vector3 oldpos = cam.transform.position;
Vector3 newpos = reflection.MultiplyPoint(oldpos);
reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
// Setup oblique projection matrix so that near plane is our reflection
// plane. This way we clip everything below/above it for free.
Vector4 clipPlane = CameraSpacePlane(reflectionCamera, pos, normal, 1.0f);
reflectionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane);
reflectionCamera.cullingMask = ~(1 << 4) & reflectLayers.value; // never render water layer
reflectionCamera.targetTexture = m_ReflectionTexture;
GL.invertCulling = true;
reflectionCamera.transform.position = newpos;
Vector3 euler = cam.transform.eulerAngles;
reflectionCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z);
reflectionCamera.Render();
reflectionCamera.transform.position = oldpos;
GL.invertCulling = false;
GetComponent<Renderer>().sharedMaterial.SetTexture("_ReflectionTex", m_ReflectionTexture);
}
// Render refraction
if (mode >= WaterMode.Refractive)
{
refractionCamera.worldToCameraMatrix = cam.worldToCameraMatrix;
// Setup oblique projection matrix so that near plane is our reflection
// plane. This way we clip everything below/above it for free.
Vector4 clipPlane = CameraSpacePlane(refractionCamera, pos, normal, -1.0f);
refractionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane);
refractionCamera.cullingMask = ~(1 << 4) & refractLayers.value; // never render water layer
refractionCamera.targetTexture = m_RefractionTexture;
refractionCamera.transform.position = cam.transform.position;
refractionCamera.transform.rotation = cam.transform.rotation;
refractionCamera.Render();
GetComponent<Renderer>().sharedMaterial.SetTexture("_RefractionTex", m_RefractionTexture);
}
// Restore pixel light count
if (disablePixelLights)
{
QualitySettings.pixelLightCount = oldPixelLightCount;
}
// Setup shader keywords based on water mode
switch (mode)
{
case WaterMode.Simple:
Shader.EnableKeyword("WATER_SIMPLE");
Shader.DisableKeyword("WATER_REFLECTIVE");
Shader.DisableKeyword("WATER_REFRACTIVE");
break;
case WaterMode.Reflective:
Shader.DisableKeyword("WATER_SIMPLE");
Shader.EnableKeyword("WATER_REFLECTIVE");
Shader.DisableKeyword("WATER_REFRACTIVE");
break;
case WaterMode.Refractive:
Shader.DisableKeyword("WATER_SIMPLE");
Shader.DisableKeyword("WATER_REFLECTIVE");
Shader.EnableKeyword("WATER_REFRACTIVE");
break;
}
s_InsideWater = false;
}
// Cleanup all the objects we possibly have created
void OnDisable()
{
if (m_ReflectionTexture)
{
DestroyImmediate(m_ReflectionTexture);
m_ReflectionTexture = null;
}
if (m_RefractionTexture)
{
DestroyImmediate(m_RefractionTexture);
m_RefractionTexture = null;
}
foreach (var kvp in m_ReflectionCameras)
{
DestroyImmediate((kvp.Value).gameObject);
}
m_ReflectionCameras.Clear();
foreach (var kvp in m_RefractionCameras)
{
DestroyImmediate((kvp.Value).gameObject);
}
m_RefractionCameras.Clear();
}
// This just sets up some matrices in the material; for really
// old cards to make water texture scroll.
void Update()
{
if (!GetComponent<Renderer>())
{
return;
}
Material mat = GetComponent<Renderer>().sharedMaterial;
if (!mat)
{
return;
}
Vector4 waveSpeed = mat.GetVector("WaveSpeed");
float waveScale = mat.GetFloat("_WaveScale");
Vector4 waveScale4 = new Vector4(waveScale, waveScale, waveScale * 0.4f, waveScale * 0.45f);
// Time since level load, and do intermediate calculations with doubles
double t = Time.timeSinceLevelLoad / 20.0;
Vector4 offsetClamped = new Vector4(
(float)Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0),
(float)Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0),
(float)Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0),
(float)Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0)
);
mat.SetVector("_WaveOffset", offsetClamped);
mat.SetVector("_WaveScale4", waveScale4);
}
void UpdateCameraModes(Camera src, Camera dest)
{
if (dest == null)
{
return;
}
// set water camera to clear the same way as current camera
dest.clearFlags = src.clearFlags;
dest.backgroundColor = src.backgroundColor;
if (src.clearFlags == CameraClearFlags.Skybox)
{
Skybox sky = src.GetComponent<Skybox>();
Skybox mysky = dest.GetComponent<Skybox>();
if (!sky || !sky.material)
{
mysky.enabled = false;
}
else
{
mysky.enabled = true;
mysky.material = sky.material;
}
}
// update other values to match current camera.
// even if we are supplying custom camera&projection matrices,
// some of values are used elsewhere (e.g. skybox uses far plane)
dest.farClipPlane = src.farClipPlane;
dest.nearClipPlane = src.nearClipPlane;
dest.orthographic = src.orthographic;
dest.fieldOfView = src.fieldOfView;
dest.aspect = src.aspect;
dest.orthographicSize = src.orthographicSize;
}
// On-demand create any objects we need for water
void CreateWaterObjects(Camera currentCamera, out Camera reflectionCamera, out Camera refractionCamera)
{
WaterMode mode = GetWaterMode();
reflectionCamera = null;
refractionCamera = null;
if (mode >= WaterMode.Reflective)
{
// Reflection render texture
if (!m_ReflectionTexture || m_OldReflectionTextureSize != textureSize)
{
if (m_ReflectionTexture)
{
DestroyImmediate(m_ReflectionTexture);
}
m_ReflectionTexture = new RenderTexture(textureSize, textureSize, 16);
m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID();
m_ReflectionTexture.isPowerOfTwo = true;
m_ReflectionTexture.hideFlags = HideFlags.DontSave;
m_OldReflectionTextureSize = textureSize;
}
// Camera for reflection
m_ReflectionCameras.TryGetValue(currentCamera, out reflectionCamera);
if (!reflectionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
{
GameObject go = new GameObject("Water Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox));
reflectionCamera = go.GetComponent<Camera>();
reflectionCamera.enabled = false;
reflectionCamera.transform.position = transform.position;
reflectionCamera.transform.rotation = transform.rotation;
reflectionCamera.gameObject.AddComponent<FlareLayer>();
go.hideFlags = HideFlags.HideAndDontSave;
m_ReflectionCameras[currentCamera] = reflectionCamera;
}
}
if (mode >= WaterMode.Refractive)
{
// Refraction render texture
if (!m_RefractionTexture || m_OldRefractionTextureSize != textureSize)
{
if (m_RefractionTexture)
{
DestroyImmediate(m_RefractionTexture);
}
m_RefractionTexture = new RenderTexture(textureSize, textureSize, 16);
m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID();
m_RefractionTexture.isPowerOfTwo = true;
m_RefractionTexture.hideFlags = HideFlags.DontSave;
m_OldRefractionTextureSize = textureSize;
}
// Camera for refraction
m_RefractionCameras.TryGetValue(currentCamera, out refractionCamera);
if (!refractionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
{
GameObject go =
new GameObject("Water Refr Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(),
typeof(Camera), typeof(Skybox));
refractionCamera = go.GetComponent<Camera>();
refractionCamera.enabled = false;
refractionCamera.transform.position = transform.position;
refractionCamera.transform.rotation = transform.rotation;
refractionCamera.gameObject.AddComponent<FlareLayer>();
go.hideFlags = HideFlags.HideAndDontSave;
m_RefractionCameras[currentCamera] = refractionCamera;
}
}
}
WaterMode GetWaterMode()
{
if (m_HardwareWaterSupport < waterMode)
{
return m_HardwareWaterSupport;
}
return waterMode;
}
WaterMode FindHardwareWaterSupport()
{
if (!SystemInfo.supportsRenderTextures || !GetComponent<Renderer>())
{
return WaterMode.Simple;
}
Material mat = GetComponent<Renderer>().sharedMaterial;
if (!mat)
{
return WaterMode.Simple;
}
string mode = mat.GetTag("WATERMODE", false);
if (mode == "Refractive")
{
return WaterMode.Refractive;
}
if (mode == "Reflective")
{
return WaterMode.Reflective;
}
return WaterMode.Simple;
}
// Given position/normal of the plane, calculates plane in camera space.
Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign)
{
Vector3 offsetPos = pos + normal * clipPlaneOffset;
Matrix4x4 m = cam.worldToCameraMatrix;
Vector3 cpos = m.MultiplyPoint(offsetPos);
Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign;
return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal));
}
// Calculates reflection matrix around the given plane
static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane)
{
reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]);
reflectionMat.m01 = (-2F * plane[0] * plane[1]);
reflectionMat.m02 = (-2F * plane[0] * plane[2]);
reflectionMat.m03 = (-2F * plane[3] * plane[0]);
reflectionMat.m10 = (-2F * plane[1] * plane[0]);
reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]);
reflectionMat.m12 = (-2F * plane[1] * plane[2]);
reflectionMat.m13 = (-2F * plane[3] * plane[1]);
reflectionMat.m20 = (-2F * plane[2] * plane[0]);
reflectionMat.m21 = (-2F * plane[2] * plane[1]);
reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]);
reflectionMat.m23 = (-2F * plane[3] * plane[2]);
reflectionMat.m30 = 0F;
reflectionMat.m31 = 0F;
reflectionMat.m32 = 0F;
reflectionMat.m33 = 1F;
}
}
}
Comment
Your answer
Follow this Question
Related Questions
Unity water pro "blue hole" issue 0 Answers
Just started with Unity 5.3.5. but I'm having problems with water. 0 Answers
please help water problem 0 Answers
Can Unity Water Pro Be Used Sideways? 0 Answers