Files
Fishing2/Packages/com.waveharmonic.crest/Runtime/Scripts/Generated/Documentation.Generated.cs
2026-03-05 00:14:42 +08:00

454 lines
9.7 KiB
C#

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