public record class UnderwaterAssetThe waterline composite, as a document names it.
Remarks
[35 § D9](../../docs/plan/35-water.md#d9-underwater-is-a-post-process-volume-and-the-waterline-is-named-as-the-hard-part)'s second half. The volume half is a PostProcessVolume with UnderwaterShape and grades the whole frame; this is the curve, which a fold cannot express because a fold produces one weight.
⚠ It goes after !Water, and after a second !Copy. What it grades is the finished frame including the water surface, so the copy it reads has to be taken after the surface was composited — a document that reuses the copy !Water read would grade the frame as it was before the water was in it, which at the waterline is a band of unlit lake.
A project that never puts a camera in the water can leave the node out entirely; a project that names it pays a fullscreen pass that returns on its first branch whenever the camera is dry.
Fields and properties (22)
public string NameThe node's name, for debug groups and for a human reading the file.
public bool EnabledWhether the node runs.
public string OutputThe target it writes — the frame's scene colour.
public string BehindThe copy of the finished frame, which is what it grades.
public string SceneDepthThe opaque scene's depth.
public string SurfaceThe surface plane, read for where a ray leaves the water.
public string ViewWhich view's camera the waterline is solved against.
public float WaterlineFeatherHow wide the waterline's fade is, in metres.
public Vector3 ScatteringHow much light the medium scatters out of a ray per metre, per channel.
public Vector3 AbsorptionHow much it absorbs per metre, per channel.
public float PhaseGHenyey–Greenstein anisotropy, carried so the medium is one description.
public Vector3 SkyColourWhat arrives from the whole sky. ⚠ Without it, below the surface is black.
public Vector3 BehindScale§ D8's scale on what shows through.
public bool DistortionWhether what is seen is refracted at all.
public float DistortionAmountHow far the wobble displaces what is seen, in UV.
public float DistortionScaleHow many wobbles across the screen.
public float DistortionSpeedHow fast they travel.
public bool CausticsWhether the moving caustic bands are added.
public float CausticAmountHow bright they are.
public float CausticScaleHow large a caustic cell is.
public float CausticSpeedHow fast the pattern drifts.
public float CausticDepthHow deep they fade out over, in metres.
Used by (4)
- TypeRegistrationVixen.Rendering.Water
- UnderwaterPassTestsVixen.Rendering.Water.Tests
- Vixen_Rendering_Water_UnderwaterAssetSerializerVixen.Rendering.Water
- WaterRendererFactoryVixen.Rendering.Water