Add Component ‣ Crest ‣ Inputs ‣ Crest Shadow Input

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Registers a custom input to the ShadowLod.

Attach this objects that you want use to override shadows.

Related: Shadows, 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.

    Area

Covers a local area.

Weight

Scales the input.

Queue

The order this input will render.

Order is Queue plus SiblingIndex

Blend

How this input blends into existing data.

Similar to blend operations in shaders. For inputs which have materials, use the blend functionality on the shader/material.

    Off

No blending. Overwrites.

    Additive

Additive blending.

    Minimum

Takes the minimum value.

    Maximum

Takes the maximum value.

    Alpha

Applies the inverse weight to the target.

Basically overwrites what is already in the simulation.

    Alpha Clip

Same as alpha except anything above zero will overwrite rather than blend.

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

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.

Area

Covers a local area.

Related: Area Mode

Area

The Crest Area to use with this input.

Value