还原水插件

This commit is contained in:
2026-03-05 00:14:42 +08:00
parent 0de35591e7
commit e82f2ea6b7
270 changed files with 2773 additions and 12445 deletions

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@@ -71,15 +71,11 @@ namespace WaveHarmonic.Crest.Editor
{ "_Crest_NormalMapStrength", "Strength of normal map influence" },
{ "_Crest_NormalMapScale", "Base scale of multi-scale normal map texture" },
{ "_Crest_NormalMapScrollSpeed", "Speed of the normal maps scrolling" },
{ "_Crest_NormalMapTurbulenceEnabled", "Increase chance of sparkles where water is turbulent" },
{ "_Crest_NormalMapTurbulenceStrength", "Strength of the normal map influence where turbulent" },
{ "_Crest_NormalMapTurbulenceCoverage", "The threshold where turbulence triggers this effect.\n\nValues above 0.9 may be too high for calmer wave conditions, as it will trigger the effect where water is not turbulent. Furthermore, a value of one or very close one can cause a pop when weighing out waves to zero" },
{ "_Crest_AbsorptionColor", "Works as a color (ie red adds red rather than subtracts red). This value is converted to real absorption values (proportion of light getting absorbed by water in atoms per meter). Alpha channel is for density. High alpha and darker color reduces transparency" },
{ "_Crest_Scattering", "Light scattered by the water towards the viewer (in-scattered) per meter. Brighter color reduces transparency" },
{ "_Crest_Anisotropy", "The directionality of the scattering where zero means scattered in all directions. The further towards one, the less visible soft shadows will be" },
{ "_Crest_DirectTerm", "Scale direct light contribution to volume lighting" },
{ "_Crest_AmbientTerm", "Scale ambient light contribution to volume lighting" },
{ "_Crest_ShadowsAffectsAmbientFactor", "How much shadows affect ambient lighting. Typically this not required, but can help scenes with large shadowed areas" },
{ "_Crest_SSSEnabled", "Whether to to emulate light scattering through waves" },
{ "_Crest_SSSIntensity", "Direct light contribution intensity. Applied to the scattering color. This effect is best if subtle" },
{ "_Crest_SSSPinchMinimum", "Higher the value the more scattering is towards the peaks of the waves" },
@@ -97,7 +93,6 @@ namespace WaveHarmonic.Crest.Editor
{ "_Crest_PlanarReflectionsEnabled", "Dynamically rendered 'reflection plane' style reflections. Requires Reflections to be enabled on the Water Renderer" },
{ "_Crest_PlanarReflectionsIntensity", "Intensity of the planar reflections" },
{ "_Crest_PlanarReflectionsDistortion", "How much the water normal affects the planar reflection" },
{ "_Crest_PlanarReflectionsApplySmoothness", "Whether to apply smoothness to planar reflection sample via mip-map blending. Enabling will likely incur artifacts with most perturbed water" },
{ "_Crest_PlanarReflectionsRoughness", "Controls the mipmap range" },
{ "_Crest_RefractionStrength", "How strongly light is refracted when passing through water surface" },
{ "_Crest_RefractiveIndexOfWater", "Index of refraction of water - typically left at 1.333. Changing this value can increase/decrease the size of the Snell's window" },
@@ -112,16 +107,6 @@ namespace WaveHarmonic.Crest.Editor
{ "_Crest_FoamIntensityAlbedo", "Scale intensity of diffuse lighting" },
{ "_Crest_FoamSmoothness", "Smoothness of foam material" },
{ "_Crest_FoamNormalStrength", "Strength of the generated normals" },
{ "_Crest_FoamBioluminescenceEnabled", "Enables a foam-based bioluminescence. This reuses the foam sample" },
{ "_Crest_FoamBioluminescenceColor", "The color and intensity of the bioluminescence" },
{ "_Crest_FoamBioluminescenceIntensity", "The intensity of the bioluminescent foam" },
{ "_Crest_FoamBioluminescenceMaximumDepth", "The maximum water depth where bioluminescence can appear. This can be used to keep bioluminescence localized to the shoreline" },
{ "_Crest_FoamBioluminescenceSeaLevelOnly", "Only render foam bioluminescence at sea level. This will fade bioluminescence to be fully gone at 1m from sea level." },
{ "_Crest_FoamBioluminescenceGlowIntensity", "The intensity of the bioluminescent glow" },
{ "_Crest_FoamBioluminescenceGlowCoverage", "The coverage of the bioluminescent glow. Glow is based on raw foam data which makes it more present than foam" },
{ "_Crest_FoamBioluminescenceSparklesEnabled", "Whether to apply bioluminescent sparkles. This uses the green channel of the foam texture as an emissive map" },
{ "_Crest_FoamBioluminescenceSparklesIntensity", "The intensity of the bioluminescent sparkles" },
{ "_Crest_FoamBioluminescenceSparklesCoverage", "The coverage of the bioluminescent sparkles. Sparkles placement is based on raw foam data which makes it more present than foam" },
{ "_Crest_CausticsEnabled", "Approximate rays being focused/defocused on underwater surfaces" },
{ "_Crest_CausticsTexture", "Caustics texture" },
{ "_Crest_CausticsStrength", "Intensity of caustics effect" },
@@ -130,15 +115,13 @@ namespace WaveHarmonic.Crest.Editor
{ "_Crest_CausticsTextureAverage", "The 'mid' value of the caustics texture, around which the caustic texture values are scaled. Decreasing this value will reduce the caustics darkening underwater surfaces" },
{ "_Crest_CausticsFocalDepth", "The depth at which the caustics are in focus" },
{ "_Crest_CausticsDepthOfField", "The range of depths over which the caustics are in focus" },
{ "_Crest_CausticsForceDistortion", "Forces the distortion texture to be applied for above water. This can be used to distort caustics even when there is no waves" },
{ "_Crest_CausticsDistortionTexture", "Texture to distort caustics. Only applicable to underwater effect for now" },
{ "_Crest_CausticsDistortionStrength", "How much the caustics texture is distorted" },
{ "_Crest_CausticsDistortionScale", "The scale of the distortion pattern used to distort the caustics" },
{ "_Crest_CausticsMotionBlur", "How much caustics are blurred when advected by flow" },
{ "_CREST_FLOW_LOD", "Flow is horizontal motion of water. Flow must be enabled on the Water Renderer to generate flow data" },
{ "CREST_FLOW", "Flow is horizontal motion of water. Flow must be enabled on the Water Renderer to generate flow data" },
{ "_Crest_AlbedoEnabled", "Enable the Albedo simulation layer. Albedo must be enabled on the Water" },
{ "_Crest_AlbedoIgnoreFoam", "Whether Albedo renders over the top of foam or not." },
{ "_Crest_TransparencyMinimumAlpha", "The minimum alpha value for transparency. Makes water contribution to the final image stronger instead of the scene behind it" },
}
},
};