Add Component ‣ Crest ‣ Inputs ‣ Crest Animated Waves Input

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Registers a custom input to the AnimatedWavesLod.

Attach this to objects that you want to render into the displacement textures to affect the water shape.

Related: Animated Waves, Animated Waves, 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.

    Renderer

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

Weight

Scales the input.

Queue

The order this input will render.

Order is Queue plus SiblingIndex

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

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.

Filtering

Displacement Pass

When to render the input into the displacement data.

    Lod Dependent

Displacement that is dependent on an LOD (eg waves).

Uses filtering to determine which LOD to write to.

    Lod Independent

Renders to all LODs.

    Lod Independent Last

Renders to all LODs, but as a separate pass.

Typically used to render visual displacement which does not affect collisions.

Filter By Wavelength

Whether to filter this input by wavelength.

If disabled, it will render to all LODs.

Octave Wavelength

Which octave to render into.

For example, set this to 2 to render into the 2m-4m octave. These refer to the same octaves as the wave spectrum editor.

Culling

Maximum Displacement Vertical

Inform the system how much this input will displace the water surface vertically.

This is used to set bounding box heights for the water chunks.

Maximum Displacement Horizontal

Inform the system how much this input will displace the water surface horizontally.

This is used to set bounding box widths for the water chunks.

Report Renderer Bounds

Use the bounding box of an attached renderer component to determine the maximum vertical displacement.