204 lines
7.3 KiB (Stored with Git LFS)
C#
204 lines
7.3 KiB (Stored with Git LFS)
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace StylizedWater2
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{
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/// <summary>
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/// Attached to every mesh using the Stylized Water 2 shader
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/// Provides a generic way of identifying water objects and accessing their properties
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/// </summary>
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[ExecuteInEditMode]
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[AddComponentMenu("Stylized Water 2/Water Object")]
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[DisallowMultipleComponent]
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public class WaterObject : MonoBehaviour
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{
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/// <summary>
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/// Collection of all available WaterObject instances. Instances (un)register themselves in the OnEnable/OnDisable functions.
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/// </summary>
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public static readonly List<WaterObject> Instances = new List<WaterObject>();
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public Material material;
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public MeshFilter meshFilter;
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public MeshRenderer meshRenderer;
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private static Vector3 s_PositionOffset;
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private static readonly int _WaterPositionOffset = Shader.PropertyToID("_WaterPositionOffset");
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/// <summary>
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/// For use with floating-point origin systems. In the shader, the world-position (used for UV coordinates) will be offset by this value.
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/// Buoyancy calculations will also be offset to stay in sync.
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/// </summary>
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public static Vector3 PositionOffset
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{
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set
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{
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s_PositionOffset = value;
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Shader.SetGlobalVector(_WaterPositionOffset, s_PositionOffset);
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}
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internal get => s_PositionOffset;
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}
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private static float m_customTimeValue = -1f;
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private static readonly int CustomTimeID = Shader.PropertyToID("_CustomTime");
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/// <summary>
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/// Pass in any time value, any kind of animations will use this as a time index, including wave animations (and thus buoyancy calculations as well).
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/// This is typically used for network synchronized waves or cutscenes.
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/// To revert to using normal <see cref="Time.time"/>, pass in a value lower than <c>0</c>.
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/// </summary>
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/// <param name="value"></param>
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public static float CustomTime
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{
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set
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{
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m_customTimeValue = value;
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Shader.SetGlobalFloat(CustomTimeID, m_customTimeValue);
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}
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get => m_customTimeValue;
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}
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private MaterialPropertyBlock _props;
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public MaterialPropertyBlock props
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{
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get
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{
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//Fetch when required, execution order makes it unreliable otherwise
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if (_props == null)
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{
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CreatePropertyBlock(meshRenderer);
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}
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return _props;
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}
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private set => _props = value;
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}
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private void CreatePropertyBlock(Renderer sourceRenderer)
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{
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_props = new MaterialPropertyBlock();
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sourceRenderer.GetPropertyBlock(_props);
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}
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private void Reset()
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{
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meshRenderer = GetComponent<MeshRenderer>();
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CreatePropertyBlock(meshRenderer);
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meshFilter = GetComponent<MeshFilter>();
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}
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private void OnEnable()
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{
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Instances.Add(this);
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}
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private void OnDisable()
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{
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Instances.Remove(this);
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}
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private void OnValidate()
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{
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if (!meshRenderer) meshRenderer = GetComponent<MeshRenderer>();
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if (!meshFilter) meshFilter = GetComponent<MeshFilter>();
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FetchWaterMaterial();
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}
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/// <summary>
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/// Grabs the material from the attached Mesh Renderer
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/// </summary>
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public Material FetchWaterMaterial()
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{
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if (meshRenderer)
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{
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material = meshRenderer.sharedMaterial;
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return material;
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}
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return null;
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}
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/// <summary>
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/// Applies to changes made to the Material Property Blocks ('props' property)
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/// </summary>
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public void ApplyInstancedProperties()
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{
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if(props != null) meshRenderer.SetPropertyBlock(props);
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}
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/// <summary>
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/// Checks if the position is below the maximum possible wave height. Can be used as a fast broad-phase check, before actually using the more expensive SampleWaves function
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/// </summary>
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/// <param name="position"></param>
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public bool CanTouch(Vector3 position)
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{
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return Buoyancy.CanTouchWater(position, this);
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}
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public void AssignMesh(Mesh mesh)
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{
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if (meshFilter) meshFilter.sharedMesh = mesh;
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}
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public void AssignMaterial(Material newMaterial)
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{
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if (meshRenderer) meshRenderer.sharedMaterial = newMaterial;
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material = newMaterial;
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}
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/// <summary>
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/// Creates a new GameObject with a MeshFilter, MeshRenderer and WaterObject component
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/// </summary>
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/// <param name="waterMaterial">If assigned, this material is automatically added to the MeshRenderer</param>
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/// <returns></returns>
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public static WaterObject New(Material waterMaterial = null, Mesh mesh = null)
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{
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GameObject go = new GameObject("Water Object", typeof(MeshFilter), typeof(MeshRenderer), typeof(WaterObject));
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go.layer = LayerMask.NameToLayer("Water");
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#if UNITY_EDITOR
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UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Created Water Object");
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#endif
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WaterObject waterObject = go.GetComponent<WaterObject>();
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waterObject.meshRenderer = waterObject.gameObject.GetComponent<MeshRenderer>();
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waterObject.meshFilter = waterObject.gameObject.GetComponent<MeshFilter>();
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waterObject.meshFilter.sharedMesh = mesh;
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waterObject.meshRenderer.sharedMaterial = waterMaterial;
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waterObject.meshRenderer.shadowCastingMode = ShadowCastingMode.Off;
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waterObject.material = waterMaterial;
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return waterObject;
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}
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/// <summary>
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/// Attempt to find the WaterObject above or below the position. Checks against the bounds of ALL Water Object meshes by raycasting on the XZ plane
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/// </summary>
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/// <param name="position">Position in world-space (height is not relevant)</param>
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/// <param name="rotationSupport">Unless this is true, water rotated on the Y-axis will yield incorrect results (but is faster)</param>
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/// <returns></returns>
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public static WaterObject Find(Vector3 position, bool rotationSupport)
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{
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Ray ray = new Ray(position + (Vector3.up * 1000f), Vector3.down);
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foreach (WaterObject obj in Instances)
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{
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if (rotationSupport)
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{
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//Local space
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ray.origin = obj.transform.InverseTransformPoint(ray.origin);
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if (obj.meshFilter.sharedMesh.bounds.IntersectRay(ray)) return obj;
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}
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else
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{
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//Axis-aligned bounds
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if (obj.meshRenderer.bounds.IntersectRay(ray)) return obj;
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}
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}
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return null;
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}
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}
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} |