AnimatedWavesLod#

Class in WaveHarmonic.Crest, WaveHarmonic.Crest
Extends Lod<T>

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#

AttenuationInShallows

How much waves are dampened in shallow water.

CollisionLayers

Collision layers to enable.

CollisionSource

Where to obtain water shape on CPU for physics / gameplay.

MaximumQueryCount

Maximum number of wave queries that can be performed when using GPU queries.

ShallowsMaximumDepth

Any water deeper than this will receive full wave strength.

WaveResolutionMultiplier

Shifts wavelengths to maintain quality for higher resolutions.

Inherited Members#

Properties#

Provider

Provides data from the GPU to CPU.

Enabled

Whether the simulation is enabled.

OverrideResolution

Whether to override the resolution.

Resolution

The resolution of the simulation data.

TextureFormat

The render texture format used for this simulation data.

TextureFormatMode

Chooses a texture format based on a preset value.

CompatibleTextureFormat

This is the platform compatible texture format that will used.