Registers a custom input to the DepthLod.
Attach this to objects that you want to use to add water depth.
Renders depth every frame and should only be used for dynamic objects. For static objects, use a DepthProbe
Related: Shorelines & Shallows, Shorelines & Shallows, 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. |
Texture |
Data driven by a user provided texture. |
Geometry |
Renders geometry using a default material. |
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. |
Geometry¶
Renders geometry using a default material.
Related: Geometry Mode
Geometry |
Geometry to render into the simulation. |
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. |
Relative Height |
Whether the data is relative to the input height. Useful for procedural placement. |
Copy Signed Distance Field |
Whether to copy the signed distance field. |