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Woda by Frix

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Sep 30th, 2014
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  1. @script ExecuteInEditMode();
  2. @Range(-1,1)
  3. var szybkoscFalW_OsiX : float = 0;
  4. @Range(-1,1)
  5. var szybkoscFalW_OsiY : float = 0;
  6. @Range(0.01,5)
  7. var skalaBazowa : float = 1;
  8. @Range(0.01,3)
  9. var skalaFal : float = 1;
  10. @Range(0.1,1)
  11. var przezroczystosc : float = 0.3;
  12. @Range(0.01,1)
  13. var rozblask : float = 0.3;
  14. var teksturaWody : Texture;
  15. var teksturaFal : Texture;
  16. private var woda : Material;
  17.  
  18.  
  19.  
  20. function Start(){
  21.         woda = new Material(Shader.Find("Transparent/Bumped Specular"));
  22.         woda.mainTexture = teksturaWody;
  23.         woda.SetTexture("_BumpMap", teksturaFal);
  24.         woda.color = Color(0.7,0.85,0.9,przezroczystosc*0.5);
  25.         woda.SetColor("_SpecColor", Color.white);
  26.         woda.SetFloat("_Shininess", rozblask);
  27.         renderer.sharedMaterial = woda;
  28. }
  29.  
  30.  
  31.  
  32.     function Update(){
  33.         if(!renderer){return;}
  34.         var mat:Material=renderer.sharedMaterial;
  35.         if(!mat){return;}
  36.         var scaleX:float=transform.lossyScale.x;
  37.         var scaleZ:float=transform.lossyScale.z;
  38.         mat.color = Color(0.7,0.85,0.9,przezroczystosc*0.5);
  39.         mat.SetFloat("_Shininess", rozblask);
  40.         mat.SetTextureScale("_MainTex", Vector2(scaleX*skalaBazowa, scaleZ*skalaBazowa));
  41.         mat.SetTextureScale("_BumpMap", Vector2(scaleX*skalaFal, scaleZ*skalaFal));
  42.         mat.SetTextureOffset("_BumpMap", Vector2(Time.time*szybkoscFalW_OsiX,Time.time*szybkoscFalW_OsiY));
  43.     }
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