AnimatedWavesLod#
Captures waves/shape that is drawn kinematically - there is no frame-to-frame state.
A combine pass is done which combines downwards from low detail LODs into the high detail LODs.
The LOD data is passed to the water material when the surface is drawn. DynamicWavesLod adds its results into this data. They piggy back off the combine pass and subsequent assignment to the water material.
The RGB channels are the XYZ displacement from a rest plane at water level to the corresponding displaced position on the surface.
Members#
Properties#
How much waves are dampened in shallow water. |
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Collision layers to enable. |
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Where to obtain water shape on CPU for physics / gameplay. |
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Maximum number of wave queries that can be performed when using GPU queries. |
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Any water deeper than this will receive full wave strength. |
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Shifts wavelengths to maintain quality for higher resolutions. |
Inherited Members#
Properties#
Provides data from the GPU to CPU. |
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Whether the simulation is enabled. |
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Whether to override the resolution. |
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The resolution of the simulation data. |
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The render texture format used for this simulation data. |
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Chooses a texture format based on a preset value. |
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This is the platform compatible texture format that will used. |