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- Shader.Find( "Transparent/Bumped Diffuse" );
- for (int i=0; i<4; i++) {
- myWaterMesh[i] = new Mesh();
- myWater[i] = new GameObject();
- myWater[i].name = "Water";
- myWater[i].AddComponent<MeshFilter> ().mesh = myWaterMesh[i];
- myWater[i].AddComponent<MeshRenderer>();
- myWaterMesh[i].vertices = verticesWater[i];
- myWaterMesh[i].triangles = triangles;
- myWaterMesh[i].uv = uv[i];
- myWaterMesh[i].RecalculateNormals();
- //Apply texture and transparent shader
- myWater[i].renderer.material.mainTexture = waterMap;
- Shader myShader = Shader.Find( "Transparent/Bumped Diffuse" );
- myWater[i].renderer.material.shader = myShader;
- }
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