WaterRenderer#
The main script for the water system.
Attach this to an object to create water. This script initializes the various data types and systems and moves/scales the water based on the viewpoint. It also hosts a number of global settings that can be tweaked here.
Members#
Properties#
Vertical offset of camera vs water surface. |
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Vertical offset of viewpoint vs water surface. |
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Distance of camera to shoreline. Positive if over water and negative if over land. |
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Sea level is given by y coordinate of GameObject with WaterRenderer script. |
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Loosely a stack for time providers. |
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The current time provider. |
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Physics gravity applied to water. |
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Current water scale (changes with viewer altitude). |
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Provides water shape to CPU. |
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Provides flow to the CPU. |
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Provides water depth and distance to water edge to the CPU. |
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Albedo - a colour layer composited onto the water surface. |
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Whether to allow sorting using the render queue. |
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All waves (including Dynamic Waves) are written to this simulation. |
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The camera which drives the water data. |
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Have the water surface cast shadows for albedo (both foam and custom). |
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Clip surface information for clipping the water surface. |
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Water depth information used for shallow water, shoreline foam, wave attenuation, among others. |
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Drops the height for maximum water detail based on waves. |
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Dynamic waves generated from interactions with objects such as boats. |
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Applied to the extents’ far vertices to make them larger. |
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Horizontal motion of water body, akin to water currents. |
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Simulation of foam created in choppy water and dissipating over time. |
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Forces smoothing for scale changes. |
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How much of the water shape gets tessellated by geometry. |
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Multiplier for physics gravity. |
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Gravity for all wave calculations. |
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The water chunk renderers will have this layer. |
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Varying water level to support water bodies at different heights and rivers to run down slopes. |
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Material to use for the water surface. |
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Provide your own gravity value instead of Physics.gravity. |
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Whether to override the automatic detection of framebuffer HDR rendering (BIRP only). |
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The portal renderer. |
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The primary light that affects the water. |
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The reflection renderer. |
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Force HDR format usage (BIRP only). |
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The resolution of the various water LOD data. |
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Also checks terrain height when determining the scale. |
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The scale the water can be (infinity for no maximum). |
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Shadow information used for lighting water. |
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Number of levels of details (chunks, scales etc) to generate. |
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The height where detail is focused is smoothed to avoid popping which is undesireable after a teleport. |
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How many frames to distribute the chunk bounds calculation. |
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The underwater renderer. |
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The viewpoint which drives the water detail - the center of the LOD system. |
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Underwater will copy from this material if set. |
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Whether ‘Water Body’ components will cull the water tiles. |
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Base wind speed in km/h. |
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Whether to enable motion vector support. |
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Whether to write the water surface depth to the depth texture (URP only). |
Static Properties#
Is runtime environment without graphics card |
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Is runtime environment non-interactive (not displaying to user). |
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The frame count for Crest. |