Add Component ‣ Crest ‣ Inputs ‣ Crest Absorption Input

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Registers a custom input to the AbsorptionLod.

Attach this to objects that you want to influence the scattering color.

Related: Color, Color, Water Inputs

Properties

Mode

The mode for this input.

See the manual for more details about input modes. Use AddComponent(LodInputMode) to set the mode via scripting. The mode cannot be changed after creation.

    Paint

Hand-painted data by the user.

    Spline

Driven by a user created spline.

    Renderer

Attached ‘Renderer’ (mesh, particle or other) used to drive data.

    Texture

Data driven by a user provided texture.

Weight

Scales the input.

Queue

The order this input will render.

Order is Queue plus SiblingIndex

Feather

The width of the feathering to soften the edges to blend inputs.

Inputs that do not support feathering will have this field disabled or hidden in UI.

Follow Horizontal Wave Motion

How this input responds to horizontal displacement.

If false, data will not move horizontally with the waves. Has a small performance overhead when disabled. Only suitable for inputs of small size.

Mode

Spline

Driven by a user created spline.

Related: Spline Mode

Spline

The Crest Spline to use with this input.

Override Radius

Whether to override the spline’s radius.

Radius

The radius of the spline.

Override Subdivisions

Whether to override the spline’s subdivisions.

Subdivisions

Increasing subdivision increases the geometry density.

Mostly useful for water level changes. High values can reduce staircasing effect.

Absorption Color

The color of water due to absorption.

Paint

Hand-painted data by the user.

LeftClick, hold and drag to set absorption. Hold Shift-LeftClick to remove.

Related: Paint Mode

Data

Stores the editor paint data.

Baked Texture

Stores the standalone paint data.

Bake On Save

Automatically re-bakes the texture on save.

This will only work after the first bake.

Show Baked Texture

Force the input to use the baked paint data for standalone.

World Size

Change the world size of the painted area. Will not delete data when shrinking.

Requested Texel Density

The resolution of the output.

Output texture resolution will scale to the world size based on this value - basically how many texels per unit (meters).

Maximum Resolution

The maximum resolution of the output.

If one dimension exceeds this value, it will be clamped, and the smaller dimension will be scaled down proportionally.

Brush Size

Size of the brush.

Brush Strength

Strength of the brush.

Color

The color to use when painting.

Override Color

Whether to override all stroke colors.

Instead of using the color that was painted, all strokes will use the current color.

Texture

Data driven by a user provided texture.

Related: Texture Mode

Texture

Texture to render into the simulation.

Multiplier

Multiplies the texture sample.

This is useful for normalized textures. The four components map to the four color/alpha components of the texture (if they exist).

If you just want to fade out the input, consider using weight instead.

Renderer

Attached ‘Renderer’ (mesh, particle or other) used to drive data.

Related: Renderer Mode

Renderer

The renderer to use for this input.

Can be anything that inherits from Renderer like MeshRenderer, TrailRenderer etc.

Disable Renderer

Forces the renderer to only render into the LOD data, and not to render in the scene as it normally would.

Override Shader Pass

Whether to set the shader pass manually.

Shader Pass Index

The shader pass to execute.

Set to -1 to execute all passes.

Check Shader Name

Check that the shader applied to this object matches the input type.

For example, an Animated Waves input object has an Animated Waves input shader.

Check Shader Passes

Check that the shader applied to this object has only a single pass, as only the first pass is executed for most inputs.