Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/Water/WaterRendering.cs
2024-08-26 23:07:20 +03:00

37 lines
1.4 KiB
C#

using System;
namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>
/// A volume component that holds settings for the water surface.
/// </summary>
[Serializable, VolumeComponentMenu("Lighting/Water Rendering")]
[SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
[HDRPHelpURL("Override-Water-Rendering")]
public sealed partial class WaterRendering : VolumeComponent
{
/// <summary>
/// When enabled, the water surfaces are rendered.
/// </summary>
[Tooltip("When enabled, the water surfaces are rendered.")]
public BoolParameter enable = new BoolParameter(false, BoolParameter.DisplayType.EnumPopup);
/// <summary>
/// Sets the elevation at which the max grid size is reached.
/// </summary>
[Tooltip("Sets the size of a triangle edge in screen space. Smaller values result in smaller triangles.")]
public ClampedFloatParameter triangleSize = new ClampedFloatParameter(30.0f, 15.0f, 100.0f);
/// <summary>
/// Controls the influence of the ambient light probe on the water surfaces.
/// </summary>
[Tooltip("Controls the influence of the ambient light probe on the water surfaces.")]
public ClampedFloatParameter ambientProbeDimmer = new ClampedFloatParameter(0.5f, 0.0f, 1.0f);
WaterRendering()
{
displayName = "Water Rendering";
}
}
}