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Apr 18th, 2014
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  1. Shader.Find( "Transparent/Bumped Diffuse" );
  2.  
  3. for (int i=0; i<4; i++) {
  4.  
  5. myWaterMesh[i] = new Mesh();
  6. myWater[i] = new GameObject();
  7. myWater[i].name = "Water";
  8.  
  9. myWater[i].AddComponent<MeshFilter> ().mesh = myWaterMesh[i];
  10. myWater[i].AddComponent<MeshRenderer>();
  11.  
  12. myWaterMesh[i].vertices = verticesWater[i];
  13. myWaterMesh[i].triangles = triangles;
  14. myWaterMesh[i].uv = uv[i];
  15. myWaterMesh[i].RecalculateNormals();
  16.  
  17. //Apply texture and transparent shader
  18. myWater[i].renderer.material.mainTexture = waterMap;
  19.  
  20. Shader myShader = Shader.Find( "Transparent/Bumped Diffuse" );
  21.  
  22. myWater[i].renderer.material.shader = myShader;
  23.  
  24. }
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