26 lines
1.7 KiB
Markdown
26 lines
1.7 KiB
Markdown
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# Evaluate Simulation Caustics
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This node calculates [water caustics](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/WaterSystem-caustics.html).
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This node outputs caustics as monochrome in the red channel. If you connect the output of this node to a **Base Color** block, all the channels are red. To prevent this, split the output and use only the red channel. You can't apply a tint to caustics.
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Caustics don't have an effect above the water unless you script this behavior. For example:
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- If your scene contains a boat that sits in water, HDRP doesn't project caustics on the part of the boat's hull that's above water.
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- A swimming pool inside a room doesn't bounce caustics off the walls or ceiling.
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The High Definition Render Pipeline (HDRP) uses this node in the default water shader graph. See the HDRP documentation for more information about [the Water System](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/WaterSystem.html).
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## Render pipeline compatibility
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| **Node** | **Universal Render Pipeline (URP)** | **High Definition Render Pipeline (HDRP)** |
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| ---------------------- | ----------------------------------- | ------------------------------------------ |
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| **Evaluate Simulation Caustics** | No | Yes |
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## Ports
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| **Name** | **Direction** | **Type** | **Description** |
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|--- | --- | --- | --- |
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| **RefractedPositionWS** | Input | Vector3 | The refracted position of the water bed you observe through the water, in world space. |
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| **DistortedWaterNDC** | Input | Vector2 | The screen space position of the refracted point. |
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| **Caustics** | Output | Float | The intensity of the caustics. |
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