Registers a custom input to the LevelLod.
Attach this to objects that you want to influence the water height.
Related: Water Level, 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. |
Spline |
Driven by a user created spline. |
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. |
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. |
Mode¶
Spline¶
Driven by a user created spline.
Related: Spline Mode
Spline |
The Crest Spline to use with this input. |
Override Radius |
Whether to override the spline’s radius. |
Radius |
The radius of the spline. |
Override Subdivisions |
Whether to override the spline’s subdivisions. |
Subdivisions |
Increasing subdivision increases the geometry density. Mostly useful for water level changes. High values can reduce staircasing effect. |
Paint¶
Hand-painted data by the user.
LeftClick to raise water level. Hold Control-LeftClick to lower water level. Hold Shift-LeftClick to remove.
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. |
Set Value |
Whether to set or add to existing data. If enabled, the data will move towards this value. How quickly depends on the brush strength. |
Value |
The value to use when painting. |
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. |
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. |
Filtering (High Quality) |
Helps with staircase aliasing. |
Geometry¶
Renders geometry using a default material.
Related: Geometry Mode
Geometry |
Geometry to render into the simulation. |
Area¶
Covers a local area.
Related: Area Mode
Area |
The Crest Area to use with this input. |
Water Chunk Culling¶
Override Height |
Whether to use the manual “Height Range” for water chunk culling. Mandatory for non mesh inputs like “Texture”. |
Height Range |
The minimum and maximum height value to report for water chunk culling. |
Maximum LOD Rendering¶
Enable |
Render this input directly where there is no data. Without this enabled, there will be no water level change outside of the LOD system where there is no data. This will render the mesh directly with the water surface material. This feature only works with mesh based inputs (Geometry, Spline etc). Depending on the Mode, non water level inputs may contribute to the rendering (like flow and color). |