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. |