Add Component ‣ Crest ‣ Inputs ‣ Crest Water Depth Input

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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.