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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
-
- [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 m_WaterMode = WaterMode.Refractive;
- public bool m_DisablePixelLights = true;
- public int m_TextureSize = 256;
- public float m_ClipPlaneOffset = 0.07f;
-
- public LayerMask m_ReflectLayers = -1;
- public LayerMask m_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 = null;
- private RenderTexture m_RefractionTexture = null;
- private WaterMode m_HardwareWaterSupport = WaterMode.Refractive;
- private int m_OldReflectionTextureSize = 0;
- private int m_OldRefractionTextureSize = 0;
-
- private static bool s_InsideWater = false;
-
- // 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 || !renderer || !renderer.sharedMaterial || !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( m_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) - m_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) & m_ReflectLayers.value; // never render water layer
- reflectionCamera.targetTexture = m_ReflectionTexture;
- GL.SetRevertBackfacing (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.SetRevertBackfacing (false);
- 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) & m_RefractLayers.value; // never render water layer
- refractionCamera.targetTexture = m_RefractionTexture;
- refractionCamera.transform.position = cam.transform.position;
- refractionCamera.transform.rotation = cam.transform.rotation;
- refractionCamera.Render();
- renderer.sharedMaterial.SetTexture( "_RefractionTex", m_RefractionTexture );
- }
-
- // Restore pixel light count
- if( m_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 (KeyValuePair<Camera, Camera> kvp in m_ReflectionCameras)
- DestroyImmediate( (kvp.Value).gameObject );
- m_ReflectionCameras.Clear();
- foreach (KeyValuePair<Camera, Camera> 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( !renderer )
- return;
- Material mat = 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)System.Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0),
- (float)System.Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0),
- (float)System.Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0),
- (float)System.Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0)
- );
-
- mat.SetVector( "_WaveOffset", offsetClamped );
- mat.SetVector( "_WaveScale4", waveScale4 );
-
- Vector3 waterSize = renderer.bounds.size;
- Vector3 scale = new Vector3( waterSize.x*waveScale4.x, waterSize.z*waveScale4.y, 1 );
- Matrix4x4 scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.x,offsetClamped.y,0), Quaternion.identity, scale );
- mat.SetMatrix( "_WaveMatrix", scrollMatrix );
-
- scale = new Vector3( waterSize.x*waveScale4.z, waterSize.z*waveScale4.w, 1 );
- scrollMatrix = Matrix4x4.TRS( new Vector3(offsetClamped.z,offsetClamped.w,0), Quaternion.identity, scale );
- mat.SetMatrix( "_WaveMatrix2", scrollMatrix );
- }
-
- private 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(typeof(Skybox)) as Skybox;
- Skybox mysky = dest.GetComponent(typeof(Skybox)) as 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
- private 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 != m_TextureSize )
- {
- if( m_ReflectionTexture )
- DestroyImmediate( m_ReflectionTexture );
- m_ReflectionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 );
- m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID();
- m_ReflectionTexture.isPowerOfTwo = true;
- m_ReflectionTexture.hideFlags = HideFlags.DontSave;
- m_OldReflectionTextureSize = m_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.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 != m_TextureSize )
- {
- if( m_RefractionTexture )
- DestroyImmediate( m_RefractionTexture );
- m_RefractionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 );
- m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID();
- m_RefractionTexture.isPowerOfTwo = true;
- m_RefractionTexture.hideFlags = HideFlags.DontSave;
- m_OldRefractionTextureSize = m_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.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;
- }
- }
- }
-
- private WaterMode GetWaterMode()
- {
- if( m_HardwareWaterSupport < m_WaterMode )
- return m_HardwareWaterSupport;
- else
- return m_WaterMode;
- }
-
- private WaterMode FindHardwareWaterSupport()
- {
- if( !SystemInfo.supportsRenderTextures || !renderer )
- return WaterMode.Simple;
-
- Material mat = 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;
- }
-
- // Extended sign: returns -1, 0 or 1 based on sign of a
- private static float sgn(float a)
- {
- if (a > 0.0f) return 1.0f;
- if (a < 0.0f) return -1.0f;
- return 0.0f;
- }
-
- // Given position/normal of the plane, calculates plane in camera space.
- private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign)
- {
- Vector3 offsetPos = pos + normal * m_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
- private 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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