forked from BilalY/Rasagar
44 lines
1.2 KiB
C#
44 lines
1.2 KiB
C#
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
|
|
namespace WaterSystem
|
|
{
|
|
/// <summary>
|
|
/// Camera script to align the water mesh with the camera in a quantized manner
|
|
/// </summary>
|
|
[ExecuteInEditMode]
|
|
public class MainCameraAlign : MonoBehaviour
|
|
{
|
|
|
|
public float quantizeValue = 6.25f;
|
|
public float forwards = 10f;
|
|
public float yOffset = -0.25f;
|
|
|
|
private void OnEnable()
|
|
{
|
|
RenderPipelineManager.beginCameraRendering += UpdatePosition;
|
|
}
|
|
|
|
private void OnDisable()
|
|
{
|
|
RenderPipelineManager.beginCameraRendering -= UpdatePosition;
|
|
}
|
|
|
|
private void UpdatePosition(ScriptableRenderContext src, Camera cam)
|
|
{
|
|
if (cam.cameraType == CameraType.Preview) return;
|
|
|
|
var newPos = cam.transform.TransformPoint(Vector3.forward * forwards);
|
|
newPos.y = yOffset;
|
|
newPos.x = QuantizeValue(newPos.x);
|
|
newPos.z = QuantizeValue(newPos.z);
|
|
transform.position = newPos;
|
|
}
|
|
|
|
private float QuantizeValue(float value)
|
|
{
|
|
return quantizeValue * (int) (value / quantizeValue);
|
|
}
|
|
}
|
|
}
|