升级水插件
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// <auto-generated/>
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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namespace WaveHarmonic.Crest.Generated
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{
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enum CollisionLayer
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{
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/// <summary>
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/// Include all displacement.
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/// </summary>
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Everything,
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/// <summary>
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/// Only include Animated Waves.
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/// </summary>
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AfterAnimatedWaves,
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/// <summary>
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/// Include Animated Waves and Dynamic Waves.
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/// </summary>
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AfterDynamicWaves,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum CollisionLayers
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{
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/// <summary>
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/// All layers.
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/// </summary>
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Everything,
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/// <summary>
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/// No extra layers (ie single layer).
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/// </summary>
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Nothing,
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/// <summary>
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/// Separate layer for dynamic waves.
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/// </summary>
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/// <remarks>
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/// Dynamic waves are normally combined together for efficiency. By enabling this layer, dynamic waves are combined and added in a separate pass.
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/// </remarks>
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DynamicWaves,
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/// <summary>
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/// Extra displacement layer for visual displacement.
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/// </summary>
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Displacement,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum CollisionSource
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{
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/// <summary>
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/// No collision source. Flat water.
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/// </summary>
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None,
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/// <summary>
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/// Uses AsyncGPUReadback to retrieve data from GPU to CPU.
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/// </summary>
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/// <remarks>
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/// This is the most optimal approach.
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/// </remarks>
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GPU,
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/// <summary>
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/// Computes data entirely on the CPU.
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/// </summary>
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CPU,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum DefaultClippingState
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{
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/// <summary>
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/// By default, nothing is clipped. Use clip inputs to remove water.
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/// </summary>
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NothingClipped,
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/// <summary>
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/// By default, everything is clipped. Use clip inputs to add water.
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/// </summary>
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EverythingClipped,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum DepthProbeMode
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{
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/// <summary>
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/// Update in real-time in accordance to refresh mode.
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/// </summary>
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RealTime,
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/// <summary>
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/// Baked in the editor.
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/// </summary>
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Baked,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum DepthProbeRefreshMode
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{
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/// <summary>
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/// Populates the DepthProbe in Start.
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/// </summary>
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OnStart,
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/// <summary>
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/// Requires manual updating via DepthProbe.Populate.
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/// </summary>
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ViaScripting,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum DisplacementPass
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{
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/// <summary>
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/// Displacement that is dependent on an LOD (eg waves).
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/// </summary>
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/// <remarks>
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/// Uses filtering to determine which LOD to write to.
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/// </remarks>
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LodDependent,
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/// <summary>
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/// Renders to all LODs.
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/// </summary>
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LodIndependent,
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/// <summary>
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/// Renders to all LODs, but as a separate pass.
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/// </summary>
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/// <remarks>
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/// Typically used to render visual displacement which does not affect collisions.
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/// </remarks>
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LodIndependentLast,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum FloatingObjectModel
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{
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/// <summary>
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/// A simple model which aligns the object with the wave normal.
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/// </summary>
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AlignNormal,
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/// <summary>
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/// A more advanced model which samples water at the probes positions.
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/// </summary>
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Probes,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum LodInputBlend
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{
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/// <summary>
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/// No blending. Overwrites.
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/// </summary>
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Off,
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/// <summary>
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/// Additive blending.
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/// </summary>
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Additive,
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/// <summary>
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/// Takes the minimum value.
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/// </summary>
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Minimum,
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/// <summary>
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/// Takes the maximum value.
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/// </summary>
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Maximum,
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/// <summary>
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/// Applies the inverse weight to the target.
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/// </summary>
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/// <remarks>
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/// Basically overwrites what is already in the simulation.
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/// </remarks>
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Alpha,
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/// <summary>
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/// Same as alpha except anything above zero will overwrite rather than blend.
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/// </summary>
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AlphaClip,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum LodInputMode
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{
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/// <summary>
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/// Unset is the serialization default.
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/// </summary>
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/// <remarks>
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/// This will be replaced with the default mode automatically. Unset can also be used if something is invalid.
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/// </remarks>
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Unset,
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/// <summary>
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/// Hand-painted data by the user.
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/// </summary>
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Paint,
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/// <summary>
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/// Driven by a user created spline.
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/// </summary>
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Spline,
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/// <summary>
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/// Attached 'Renderer' (mesh, particle or other) used to drive data.
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/// </summary>
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Renderer,
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/// <summary>
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/// Driven by a mathematical primitive such as a cube or sphere.
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/// </summary>
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Primitive,
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/// <summary>
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/// Covers the entire water area.
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/// </summary>
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Global,
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/// <summary>
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/// Data driven by a user provided texture.
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/// </summary>
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Texture,
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/// <summary>
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/// Renders geometry using a default material.
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/// </summary>
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Geometry,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum LodInputPrimitive
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{
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/// <summary>
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/// Spheroid.
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/// </summary>
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Sphere,
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/// <summary>
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/// Cuboid.
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/// </summary>
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Cube,
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/// <summary>
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/// Quad.
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/// </summary>
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Quad,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum LodTextureFormatMode
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{
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/// <summary>
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/// Uses the Texture Format property.
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/// </summary>
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Manual,
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/// <summary>
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/// Chooses a texture format for performance.
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/// </summary>
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Performance,
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/// <summary>
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/// Chooses a texture format for precision.
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/// </summary>
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/// <remarks>
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/// This format can reduce artifacts.
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/// </remarks>
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Precision,
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/// <summary>
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/// Chooses a texture format based on another.
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/// </summary>
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/// <remarks>
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/// For example, Dynamic Waves will match precision of Animated Waves.
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/// </remarks>
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Automatic,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum Placement
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{
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/// <summary>
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/// The component is in a fixed position.
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/// </summary>
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Fixed,
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/// <summary>
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/// The component follows the transform.
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/// </summary>
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Transform,
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/// <summary>
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/// The component follows the viewpoint.
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/// </summary>
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Viewpoint,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum QuerySource
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{
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/// <summary>
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/// This game object's transform.
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/// </summary>
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Transform,
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/// <summary>
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/// The viewer's transform.
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/// </summary>
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/// <remarks>
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/// The viewer is the main camera the system uses.
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/// </remarks>
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Viewer,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum ShorelineVolumeColorSource
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{
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/// <summary>
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/// No depth color.
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/// </summary>
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None,
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/// <summary>
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/// Depth color based on water depth.
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/// </summary>
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Depth,
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/// <summary>
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/// Depth color based on shoreline distance.
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/// </summary>
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Distance,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum WaterInjectionPoint
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{
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/// <summary>
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/// Renders in the default pass.
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/// </summary>
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/// <remarks>
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/// For the water surface, this will be determined by the material (opaque or transparent). This pass is controlled by Unity, and is not compatible with certain features like soft particles.
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/// </remarks>
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Default,
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/// <summary>
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/// Renders before the transparent pass.
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/// </summary>
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/// <remarks>
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/// This has advantages like being compatible with soft particles, refractive shaders, and possibly third-party fog.
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/// </remarks>
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BeforeTransparent,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum WaterReflectionSide
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{
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/// <summary>
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/// Both sides. Most expensive.
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/// </summary>
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Both,
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/// <summary>
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/// Above only. Typical for planar reflections.
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/// </summary>
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Above,
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/// <summary>
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/// Below only. For total internal reflections.
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/// </summary>
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Below,
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}
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}
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namespace WaveHarmonic.Crest.Generated
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{
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enum WatertightHullMode
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{
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/// <summary>
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/// Use displacement to remove water.
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/// </summary>
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/// <remarks>
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/// Using displacement will also affect the underwater and can nest bouyant objects. Requires the displacement layer to be enabled.
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/// </remarks>
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Displacement,
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/// <summary>
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/// Clips the surface to remove water.
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/// </summary>
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/// <remarks>
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/// This option is more precise and can be submerged.
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/// </remarks>
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Clip,
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}
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}
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Block a user