[Tooltip("Rendering is performed in an area of this size away from the camera. Longer ranges provide distant visibility, but thin out the rendering resolution.")]
publicfloatrenderRange=200f;
[Range(0f, 50f)]
[Tooltip("At the edge of the rendering area, effects fade out by this percentage (of the total area size). This is to avoid them abruptly cutting off")]
publicfloatfadePercentage=10f;
[Range(1, 32)]
[Tooltip("Render range * Texels per unit = target resolution."+
"\n\nIf you were to imagine a grid, this value defines how many cells fit in one unit"+
"\n\n"+
"Lowering this value will lower the render resolution, at the cost of fine details (such as ripples)")]
publicinttexelsPerUnit=8;
[Min(MIN_RESOLUTION)]
[Tooltip("Given the other parameters, cap the maximum render resolution to this")]
[Tooltip("When disabled, render textures use 8-bit precision instead of 16-bit. This halves the graphics memory usage, but introduces banding artifacts.")]
[Tooltip("From the created displacement, create a new normal map. This is vital for lighting/shading."+
"\n\n"+
"If targeting a simple lighting setup, you can disable this")]
publicboolenableNormals=true;
[Tooltip("Render normals at half resolution. This will mainly affect how effects influence the water's reflections")]
publicboolhalfResolutionNormals;
[Tooltip("Mipmaps for render targets will be enabled. At the cost of 33% additional memory a lower resolution texture will be sampled in the distance")]
publicboolnormalMipmaps=true;
[Space]
[Tooltip("Do not execute this render feature for the scene-view camera. Helps to inspect the world while everything is rendering from the main camera's perspective")]
publicboolignoreSceneView;
[Tooltip("Pass on the render target and coordinates to any VFX Graph with the DynamicWaterVFX component attached. To be used for things like foam-based particles.")]
publicboolenableVFXGraphHooks=true;
/// <summary>
/// Retrieve the settings objects from the current renderer. This may be used to alter settings at runtime.
/// </summary>
/// <returns></returns>
/// <exception cref="Exception">Render feature not present</exception>
if(!displacementNormalShader)Debug.LogError("[Stylized Water 2 Dynamic Effects: A shader is missing from the render feature, causing rendering to fail. Check the inspector",this);
#errorDynamicEffectsextensionisimportedwithouteitherthe"Stylized Water 2"assetorthecorrect"Universal Render Pipeline"versioninstalled.Willnotbefunctionaluntilthesearebothinstalledandsetup.