using System; using UnityEngine; using UnityEngine.Rendering; namespace StylizedWater2.UnderwaterRendering { #if URP [Serializable, VolumeComponentMenu("Stylized Water2/Underwater")] public class UnderwaterSettings : VolumeComponent { [Header("Fog (distance from camera)")] public FloatParameter startDistance = new FloatParameter(0f); [UnityEngine.Serialization.FormerlySerializedAs("horizontalDensity")] [Min(0f)] public FloatParameter fogDensity = new FloatParameter(20f); [Space] [Header("Fog (distance from water)")] [Min(0f)] public FloatParameter heightFogDepth = new FloatParameter(25f); [Min(0f)] public FloatParameter heightFogDensity = new FloatParameter(1f); public ClampedFloatParameter heightFogBrightness = new ClampedFloatParameter(0.6f, 0f, 1f); [Space] [Header("Multipliers")] [Min(0f)] public FloatParameter fogBrightness = new FloatParameter(1f); [Min(0f)] public FloatParameter subsurfaceStrength = new FloatParameter(1f); [Min(0f)] public FloatParameter causticsStrength = new FloatParameter(1f); [Space] [Header("Distortion")] public ClampedFloatParameter distortionStrength = new ClampedFloatParameter(0.25f, 0f, 1f); public ClampedFloatParameter distortionFrequency = new ClampedFloatParameter(0.75f, 0f, 1f); public ClampedFloatParameter distortionSpeed = new ClampedFloatParameter(0.5f, 0f, 1f); } #endif }