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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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using UnityEngine;
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namespace WaveHarmonic.Crest
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{
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/// <summary>
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/// Settings for fine tuning the <see cref="DynamicWavesLod"/>.
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/// </summary>
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[CreateAssetMenu(fileName = "DynamicWavesSettings", menuName = "Crest/Simulation Settings/Dynamic Waves")]
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[@HelpURL("Manual/Waves.html#dynamic-waves-settings")]
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public sealed partial class DynamicWavesLodSettings : LodSettings
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{
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[SerializeField, HideInInspector]
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#pragma warning disable 414
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int _Version = 0;
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#pragma warning restore 414
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[Header("Simulation")]
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[Tooltip("How much energy is dissipated each frame.\n\nHelps simulation stability, but limits how far ripples will propagate. Set this as large as possible/acceptable. Default is 0.05.")]
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[@Range(0f, 1f)]
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[@GenerateAPI]
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[SerializeField]
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internal float _Damping = 0.05f;
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[Tooltip("Stability control.\n\nLower values means more stable simulation, but may slow down some dynamic waves. This value should be set as large as possible until simulation instabilities/flickering begin to appear. Default is 0.7.")]
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[@Range(0.1f, 1f)]
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[@GenerateAPI]
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[SerializeField]
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internal float _CourantNumber = 0.7f;
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[Header("Displacement Generation")]
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[Tooltip("Induce horizontal displacements to sharpen simulated waves.")]
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[@Range(0f, 20f)]
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[@GenerateAPI]
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[SerializeField]
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internal float _HorizontalDisplace = 3f;
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[Tooltip("Clamp displacement to help prevent self-intersection in steep waves.\n\nZero means unclamped.")]
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[@Range(0f, 1f)]
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[@GenerateAPI]
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[SerializeField]
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internal float _DisplaceClamp = 0.3f;
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[Tooltip("Multiplier for gravity.\n\nMore gravity means dynamic waves will travel faster. Higher values can be a source of instability.")]
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[@Range(0f, 64f)]
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[@GenerateAPI]
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[SerializeField]
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internal float _GravityMultiplier = 1f;
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 7df05608a083e4ad4bc4758f1df0ee29
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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@@ -1,76 +0,0 @@
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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using UnityEngine;
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namespace WaveHarmonic.Crest
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{
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/// <summary>
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/// Settings for fine tuning the <see cref="FoamLod"/>.
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/// </summary>
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[CreateAssetMenu(fileName = "FoamSettings", menuName = "Crest/Simulation Settings/Foam")]
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[@HelpURL("Manual/WaterAppearance.html#foam-settings")]
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public sealed partial class FoamLodSettings : LodSettings
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{
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[SerializeField, HideInInspector]
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#pragma warning disable 414
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int _Version = 0;
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#pragma warning restore 414
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[Header("General settings")]
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[Tooltip("Foam will not exceed this value in the simulation which can be used to prevent foam from accumulating too much.")]
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[Min(0f)]
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[@GenerateAPI]
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[SerializeField]
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float _Maximum = 10f;
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[Tooltip("How quickly foam dissipates.\n\nLow values mean foam remains on surface for longer. This setting should be balanced with the generation *strength* parameters below.")]
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[@Range(0f, 20f)]
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[@GenerateAPI]
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[SerializeField]
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internal float _FoamFadeRate = 0.8f;
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[Header("Whitecaps")]
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[Tooltip("Scales intensity of foam generated from waves.\n\nThis setting should be balanced with the Foam Fade Rate setting.")]
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[@Range(0f, 5f)]
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[@GenerateAPI]
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[SerializeField]
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internal float _WaveFoamStrength = 1f;
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[Tooltip("How much of the waves generate foam.\n\nHigher values will lower the threshold for foam generation, giving a larger area.")]
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[@Range(0f, 1f)]
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[@GenerateAPI]
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[SerializeField]
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internal float _WaveFoamCoverage = 0.55f;
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[Tooltip("The minimum LOD to sample waves from.\n\nZero means all waves and increasing will exclude lower wavelengths which can help with too much foam near the camera.")]
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[@Range(0, Lod.k_MaximumSlices - 2)]
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[@GenerateAPI]
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[SerializeField]
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internal int _FilterWaves = 2;
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[Header("Shoreline")]
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[Tooltip("Foam will be generated in water shallower than this depth.\n\nControls how wide the band of foam at the shoreline will be. Note that this is not a distance to shoreline, but a threshold on water depth, so the width of the foam band can vary based on terrain slope. To address this limitation we allow foam to be manually added from geometry or from a texture, see the next section.")]
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[@Range(0.01f, 3f)]
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[@GenerateAPI]
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[SerializeField]
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internal float _ShorelineFoamMaximumDepth = 0.65f;
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[Tooltip("Scales intensity of foam generated in shallow water.\n\nThis setting should be balanced with the Foam Fade Rate setting.")]
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[@Range(0f, 5f)]
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[@GenerateAPI]
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[SerializeField]
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internal float _ShorelineFoamStrength = 2f;
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[Tooltip("Primes foam when terrain height is this value above water.\n\nThis ignores other foam settings and writes a constant foam value.")]
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[@Range(0f, 5f, Range.Clamp.Minimum)]
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[@GenerateAPI]
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[SerializeField]
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internal float _ShorelineFoamPriming = 5f;
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}
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}
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@@ -1,11 +0,0 @@
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@@ -1,15 +0,0 @@
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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using UnityEngine;
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namespace WaveHarmonic.Crest
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{
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/// <summary>
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/// Base class for simulation settings.
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/// </summary>
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public abstract partial class LodSettings : ScriptableObject
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{
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}
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}
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||||
@@ -1,11 +0,0 @@
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