267 lines
11 KiB
C#
267 lines
11 KiB
C#
// <auto-generated/>
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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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using WaveHarmonic.Crest.Utility;
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namespace WaveHarmonic.Crest
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{
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[AddComponentMenu(Constants.k_MenuPrefixInputs + "Absorption Input")]
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[@FilterEnum(nameof(_Mode), Filtered.Mode.Include, (int)LodInputMode.Renderer, (int)LodInputMode.Texture, (int)LodInputMode.Spline, (int)LodInputMode.Paint)]
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partial class AbsorptionLodInput
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{
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internal override Color GizmoColor => AbsorptionLod.s_GizmoColor;
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private protected override SortedList<int, ILodInput> Inputs => AbsorptionLod.s_Inputs;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(AbsorptionLodInput), LodInputMode.Texture)]
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[System.Serializable]
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public sealed partial class AbsorptionTextureLodInputData : TextureLodInputData
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{
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private protected override ComputeShader TextureShader => WaterResources.Instance.Compute._AbsorptionTexture;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(AbsorptionLodInput), LodInputMode.Renderer)]
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[System.Serializable]
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public sealed partial class AbsorptionRendererLodInputData : RendererLodInputData
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{
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internal override string ShaderPrefix => "Crest/Inputs/Absorption";
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}
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[AddComponentMenu(Constants.k_MenuPrefixInputs + "Albedo Input")]
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[@FilterEnum(nameof(_Mode), Filtered.Mode.Include, (int)LodInputMode.Renderer)]
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partial class AlbedoLodInput
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{
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internal override Color GizmoColor => AlbedoLod.s_GizmoColor;
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private protected override SortedList<int, ILodInput> Inputs => AlbedoLod.s_Inputs;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(AlbedoLodInput), LodInputMode.Renderer)]
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[System.Serializable]
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public sealed partial class AlbedoRendererLodInputData : RendererLodInputData
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{
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internal override string ShaderPrefix => "Crest/Inputs/Albedo";
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}
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[AddComponentMenu(Constants.k_MenuPrefixInputs + "Animated Waves Input")]
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[@FilterEnum(nameof(_Mode), Filtered.Mode.Include, (int)LodInputMode.Renderer)]
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partial class AnimatedWavesLodInput
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{
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internal override Color GizmoColor => AnimatedWavesLod.s_GizmoColor;
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private protected override SortedList<int, ILodInput> Inputs => AnimatedWavesLod.s_Inputs;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(AnimatedWavesLodInput), LodInputMode.Renderer)]
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[System.Serializable]
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public sealed partial class AnimatedWavesRendererLodInputData : RendererLodInputData
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{
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internal override string ShaderPrefix => "Crest/Inputs/Animated Waves";
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}
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[AddComponentMenu(Constants.k_MenuPrefixInputs + "Clip Input")]
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[@FilterEnum(nameof(_Mode), Filtered.Mode.Include, (int)LodInputMode.Renderer, (int)LodInputMode.Texture, (int)LodInputMode.Paint, (int)LodInputMode.Primitive)]
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partial class ClipLodInput
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{
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internal override Color GizmoColor => ClipLod.s_GizmoColor;
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private protected override SortedList<int, ILodInput> Inputs => ClipLod.s_Inputs;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(ClipLodInput), LodInputMode.Texture)]
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[System.Serializable]
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public sealed partial class ClipTextureLodInputData : TextureLodInputData
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{
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private protected override ComputeShader TextureShader => WaterResources.Instance.Compute._ClipTexture;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(ClipLodInput), LodInputMode.Renderer)]
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[System.Serializable]
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public sealed partial class ClipRendererLodInputData : RendererLodInputData
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{
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internal override string ShaderPrefix => "Crest/Inputs/Clip";
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}
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[AddComponentMenu(Constants.k_MenuPrefixInputs + "Water Depth Input")]
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[@FilterEnum(nameof(_Mode), Filtered.Mode.Include, (int)LodInputMode.Renderer, (int)LodInputMode.Texture, (int)LodInputMode.Geometry)]
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partial class DepthLodInput
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{
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internal override Color GizmoColor => DepthLod.s_GizmoColor;
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private protected override SortedList<int, ILodInput> Inputs => DepthLod.s_Inputs;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(DepthLodInput), LodInputMode.Texture)]
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[System.Serializable]
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public sealed partial class DepthTextureLodInputData : TextureLodInputData
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{
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private protected override ComputeShader TextureShader => WaterResources.Instance.Compute._DepthTexture;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(DepthLodInput), LodInputMode.Renderer)]
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[System.Serializable]
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public sealed partial class DepthRendererLodInputData : RendererLodInputData
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{
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internal override string ShaderPrefix => "Crest/Inputs/Depth";
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}
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[AddComponentMenu(Constants.k_MenuPrefixInputs + "Dynamic Waves Input")]
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[@FilterEnum(nameof(_Mode), Filtered.Mode.Include, (int)LodInputMode.Renderer)]
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partial class DynamicWavesLodInput
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{
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internal override Color GizmoColor => DynamicWavesLod.s_GizmoColor;
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private protected override SortedList<int, ILodInput> Inputs => DynamicWavesLod.s_Inputs;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(DynamicWavesLodInput), LodInputMode.Renderer)]
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[System.Serializable]
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public sealed partial class DynamicWavesRendererLodInputData : RendererLodInputData
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{
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internal override string ShaderPrefix => "Crest/Inputs/Dynamic Waves";
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}
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[AddComponentMenu(Constants.k_MenuPrefixInputs + "Flow Input")]
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[@FilterEnum(nameof(_Mode), Filtered.Mode.Include, (int)LodInputMode.Renderer, (int)LodInputMode.Texture, (int)LodInputMode.Paint, (int)LodInputMode.Spline)]
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partial class FlowLodInput
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{
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internal override Color GizmoColor => FlowLod.s_GizmoColor;
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private protected override SortedList<int, ILodInput> Inputs => FlowLod.s_Inputs;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(FlowLodInput), LodInputMode.Texture)]
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[System.Serializable]
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public sealed partial class FlowTextureLodInputData : DirectionalTextureLodInputData
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{
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private protected override ComputeShader TextureShader => WaterResources.Instance.Compute._FlowTexture;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(FlowLodInput), LodInputMode.Renderer)]
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[System.Serializable]
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public sealed partial class FlowRendererLodInputData : RendererLodInputData
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{
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internal override string ShaderPrefix => "Crest/Inputs/Flow";
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}
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[AddComponentMenu(Constants.k_MenuPrefixInputs + "Foam Input")]
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[@FilterEnum(nameof(_Mode), Filtered.Mode.Include, (int)LodInputMode.Renderer, (int)LodInputMode.Texture, (int)LodInputMode.Paint, (int)LodInputMode.Spline)]
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partial class FoamLodInput
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{
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internal override Color GizmoColor => FoamLod.s_GizmoColor;
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private protected override SortedList<int, ILodInput> Inputs => FoamLod.s_Inputs;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(FoamLodInput), LodInputMode.Texture)]
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[System.Serializable]
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public sealed partial class FoamTextureLodInputData : TextureLodInputData
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{
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private protected override ComputeShader TextureShader => WaterResources.Instance.Compute._FoamTexture;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(FoamLodInput), LodInputMode.Renderer)]
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[System.Serializable]
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public sealed partial class FoamRendererLodInputData : RendererLodInputData
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{
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internal override string ShaderPrefix => "Crest/Inputs/Foam";
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}
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[AddComponentMenu(Constants.k_MenuPrefixInputs + "Water Level Input")]
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[@FilterEnum(nameof(_Mode), Filtered.Mode.Include, (int)LodInputMode.Renderer, (int)LodInputMode.Texture, (int)LodInputMode.Paint, (int)LodInputMode.Spline, (int)LodInputMode.Geometry)]
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partial class LevelLodInput
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{
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internal override Color GizmoColor => LevelLod.s_GizmoColor;
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private protected override SortedList<int, ILodInput> Inputs => LevelLod.s_Inputs;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(LevelLodInput), LodInputMode.Texture)]
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[System.Serializable]
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public sealed partial class LevelTextureLodInputData : TextureLodInputData
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{
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private protected override ComputeShader TextureShader => WaterResources.Instance.Compute._LevelTexture;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(LevelLodInput), LodInputMode.Renderer)]
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[System.Serializable]
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public sealed partial class LevelRendererLodInputData : RendererLodInputData
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{
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internal override string ShaderPrefix => "Crest/Inputs/Level";
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}
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[AddComponentMenu(Constants.k_MenuPrefixInputs + "Scattering Input")]
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[@FilterEnum(nameof(_Mode), Filtered.Mode.Include, (int)LodInputMode.Renderer, (int)LodInputMode.Texture, (int)LodInputMode.Spline, (int)LodInputMode.Paint)]
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partial class ScatteringLodInput
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{
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internal override Color GizmoColor => ScatteringLod.s_GizmoColor;
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private protected override SortedList<int, ILodInput> Inputs => ScatteringLod.s_Inputs;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(ScatteringLodInput), LodInputMode.Texture)]
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[System.Serializable]
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public sealed partial class ScatteringTextureLodInputData : TextureLodInputData
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{
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private protected override ComputeShader TextureShader => WaterResources.Instance.Compute._ScatteringTexture;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(ScatteringLodInput), LodInputMode.Renderer)]
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[System.Serializable]
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public sealed partial class ScatteringRendererLodInputData : RendererLodInputData
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{
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internal override string ShaderPrefix => "Crest/Inputs/Scattering";
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}
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[AddComponentMenu(Constants.k_MenuPrefixInputs + "Shadow Input")]
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[@FilterEnum(nameof(_Mode), Filtered.Mode.Include, (int)LodInputMode.Renderer)]
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partial class ShadowLodInput
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{
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internal override Color GizmoColor => ShadowLod.s_GizmoColor;
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private protected override SortedList<int, ILodInput> Inputs => ShadowLod.s_Inputs;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(ShadowLodInput), LodInputMode.Renderer)]
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[System.Serializable]
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public sealed partial class ShadowRendererLodInputData : RendererLodInputData
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{
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internal override string ShaderPrefix => "Crest/Inputs/Shadow";
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}
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[AddComponentMenu(Constants.k_MenuPrefixInputs + "Shape Waves Input")]
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[@FilterEnum(nameof(_Mode), Filtered.Mode.Include, (int)LodInputMode.Renderer, (int)LodInputMode.Texture, (int)LodInputMode.Paint, (int)LodInputMode.Spline, (int)LodInputMode.Global)]
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partial class ShapeWaves
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{
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internal override Color GizmoColor => AnimatedWavesLod.s_GizmoColor;
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private protected override SortedList<int, ILodInput> Inputs => AnimatedWavesLod.s_Inputs;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(ShapeWaves), LodInputMode.Texture)]
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[System.Serializable]
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public sealed partial class ShapeWavesTextureLodInputData : DirectionalTextureLodInputData
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{
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private protected override ComputeShader TextureShader => WaterResources.Instance.Compute._ShapeWavesTransfer;
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}
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/// <inheritdoc/>
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[ForLodInput(typeof(ShapeWaves), LodInputMode.Renderer)]
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[System.Serializable]
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public sealed partial class ShapeWavesRendererLodInputData : RendererLodInputData
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{
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internal override string ShaderPrefix => "Crest/Inputs/Shape Waves";
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}
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}
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