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