//水面 | |
var waterMesh = BABYLON.Mesh.CreateGround("waterMesh", 512, 512, 32, scene, false); | |
//水のマテリアルを宣言 | |
var water = new BABYLON.WaterMaterial("water", scene, new BABYLON.Vector2(512, 512)); | |
//風の有無、色、反射対象を指定 | |
water.backFaceCulling = true; | |
water.bumpTexture = new BABYLON.Texture("textures/waterbump.png", scene); | |
water.windForce = -10; | |
water.waveHeight = 0.6; | |
water.bumpHeight = 0.1; | |
water.windDirection = new BABYLON.Vector2(1, 1); | |
water.waterColor = new BABYLON.Color3(0, 0, 221 / 255); | |
water.colorBlendFactor = 0.0; | |
water.addToRenderList(skybox);//水面にskyboxを反射させる | |
water.addToRenderList(sphere1);//水面に光の球を反射させる 表現が好みの範囲なので、今回は試験的にSphere1(赤色)のみ適用 | |
waterMesh.material = water; |
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