22 lines
1.4 KiB
Markdown
22 lines
1.4 KiB
Markdown
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# Evaluate Water Simulation Displacement
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This node calculates water surface displacement.
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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 Water Simulation Displacement** | No | Yes |
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## Ports
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| **Name** | **Direction** | **Type** | **Description** |
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|--- | --- | --- | --- |
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| **PositionWS** | Input | Vector3 | The position of the water surface vertex in world space. |
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| **BandsMultiplier** | Input | Vector4 | The amount to dampen displacement for each water band. Bands are different wave frequencies that create swells, agitations or ripples on the water. |
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| **Displacement** | Output | Vector3 | The vertical and horizontal displacement of the water. |
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| **LowFrequencyHeight** | Output | Float | The vertical displacement of the water surface. This doesn't include ripples. |
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| **SSSMask** | Output | Float | Mask that defines where the water surface has subsurface scattering. |
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