OldBlueWater/BlueWater/Assets/StylizedWater2/Runtime/Underwater/UnderwaterSettings.cs
2023-12-14 23:58:32 +09:00

44 lines
1.6 KiB
C#

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
}