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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;
         }
     }
 }
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