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 m_ReflectionCameras = new Dictionary(); // Camera -> Camera table private Dictionary m_RefractionCameras = new Dictionary(); // 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() || !GetComponent().sharedMaterial || !GetComponent().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); // Set custom culling matrix from the current camera reflectionCamera.cullingMatrix = cam.projectionMatrix * cam.worldToCameraMatrix; reflectionCamera.cullingMask = ~(1 << 4) & reflectLayers.value; // never render water layer reflectionCamera.targetTexture = m_ReflectionTexture; bool oldCulling = GL.invertCulling; GL.invertCulling = !oldCulling; 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 = oldCulling; GetComponent().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); // Set custom culling matrix from the current camera refractionCamera.cullingMatrix = cam.projectionMatrix * cam.worldToCameraMatrix; 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().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()) { return; } Material mat = GetComponent().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 mysky = dest.GetComponent(); 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(); reflectionCamera.enabled = false; reflectionCamera.transform.position = transform.position; reflectionCamera.transform.rotation = transform.rotation; reflectionCamera.gameObject.AddComponent(); 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(); refractionCamera.enabled = false; refractionCamera.transform.position = transform.position; refractionCamera.transform.rotation = transform.rotation; refractionCamera.gameObject.AddComponent(); go.hideFlags = HideFlags.HideAndDontSave; m_RefractionCameras[currentCamera] = refractionCamera; } } } WaterMode GetWaterMode() { if (m_HardwareWaterSupport < waterMode) { return m_HardwareWaterSupport; } return waterMode; } WaterMode FindHardwareWaterSupport() { if (!GetComponent()) { return WaterMode.Simple; } Material mat = GetComponent().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; } } }