using UnityEngine; [RequireComponent(typeof(MeshFilter))] public class SEGIWaterDisplacement : MonoBehaviour { private MeshFilter meshFilter; private Mesh mesh; private Vector3[] initialVertices; private void Start() { meshFilter = GetComponent(); mesh = meshFilter.mesh; initialVertices = mesh.vertices; } private void Update() { Vector3[] vertices = mesh.vertices; float num = 1f; float num2 = 0.1f; for (int i = 0; i < vertices.Length; i++) { vertices[i].y = 0f + Mathf.Sin(Time.time + initialVertices[i].x * num * 1f) * 0.25f * num2 + Mathf.Sin(Time.time + initialVertices[i].x * num * 0.15278f) * 0.25f * num2 + Mathf.Sin(Time.time * 1.5f + initialVertices[i].x * num * 1.15278f + initialVertices[i].z * num * 0.4f) * 0.25f * num2 + Mathf.PerlinNoise(initialVertices[i].x * 0.85f + Time.time, initialVertices[i].z * 0.85f) * num2 + Mathf.PerlinNoise(initialVertices[i].x * 2.85f + Time.time, initialVertices[i].z * 4.85f) * 0.5f * num2; } mesh.vertices = vertices; mesh.RecalculateNormals(); } }