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 m_ReflectionCameras = new Dictionary(); // Camera -> Camera table private Dictionary m_RefractionCameras = new Dictionary(); // 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 kvp in m_ReflectionCameras) DestroyImmediate( (kvp.Value).gameObject ); m_ReflectionCameras.Clear(); foreach (KeyValuePair 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; } }