Add Component ‣ Crest ‣ Inputs ‣ Crest Clip Input

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Registers a custom input to the ClipLod.

Attach this to objects that you want to use to clip the surface of the water.

Related: Water Exclusion, Water Exclusion, 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.

    Renderer

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

    Primitive

Driven by a mathematical primitive such as a cube or sphere.

    Texture

Data driven by a user provided texture.

Queue

The order this input will render.

Order is Queue plus SiblingIndex

Mode

Paint

Hand-painted data by the user.

LeftClick to clip the water surface. Hold Shift-LeftClick to unclip the water surface.

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.

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.

Primitive

Primitive

The primitive to render (signed distance) into the simulation.

    Sphere

Spheroid.

    Cube

Cuboid.

    Quad

Quad.

Inverted

Removes clip surface data instead of adding it.

Culling

Water Height Distance Culling

Prevents inputs from cancelling each other out when aligned vertically.

It is imperfect so custom logic might be needed for your use case.