public record class WaterSurfaceAssetThe water surface mesh, as a document names it.
Remarks
[35 § D4](../../docs/plan/35-water.md#d4-the-surface-is-the-terrains-quadtree-with-a-different-height-source), and the node without which !Water has nothing to composite. It draws every zone's quadtree into the two planes — a coverage mask with the surface's device depth, and the surface's normal with its foam — and writes no colour of its own.
⚠ It goes after the opaque pass and before !Copy. The surface is rasterised against the scene's own depth so a lake behind a hill does not draw over it, and the copy has to be taken after everything the water will be composited over.
Fields and properties (15)
public string NameThe node's name, for debug groups and for a human reading the file.
public bool EnabledWhether the node runs.
public string SurfaceThe surface plane it writes: device depth in r, coverage in g.
public string NormalThe normal plane: the world normal in xyz and the foam in a.
public string SceneDepthThe opaque scene's depth, tested against and never written.
public string ViewWhich view the patches are selected for.
public int GridQuadsHow many quads the shared grid patch spans.
public float NearRangeHow far level 0 reaches, in metres.
public int LevelCountHow many levels of detail the descent may use.
public float FarDistanceHow far past a window the far skirt reaches, in metres.
public float EdgeFadeHow wide the band is over which the waves fade at a window's edge, in metres.
public float RestHeightWhere the open surface sits, for the far skirt, in world units.
public float ShoreDepthHow deep the water has to be before it is fully opaque water, in metres.
public float FoamDepthHow shallow it has to be before it foams, in metres.
public float FoamCrestHow far above the rest height a crest has to rise before it foams, in metres.
Used by (3)
- TypeRegistrationVixen.Rendering.Water
- Vixen_Rendering_Water_WaterSurfaceAssetSerializerVixen.Rendering.Water
- WaterRendererFactoryVixen.Rendering.Water