19 lines
1.2 KiB
Markdown
19 lines
1.2 KiB
Markdown
|
# Evaluate Tip Thickness
|
||
|
|
||
|
This node calculates the thickness of the water at the tips of waves.
|
||
|
|
||
|
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).
|
||
|
|
||
|
## Render pipeline compatibility
|
||
|
|
||
|
| **Node** | **Universal Render Pipeline (URP)** | **High Definition Render Pipeline (HDRP)** |
|
||
|
| ---------------------- | ----------------------------------- | ------------------------------------------ |
|
||
|
| **Evaluate Tip Thickness** | No | Yes |
|
||
|
|
||
|
## Ports
|
||
|
|
||
|
| **Name** | **Direction** | **Type** | **Description** |
|
||
|
|--- | --- | --- | --- |
|
||
|
| **LowFrequencyNormal** | Input | Vector3 | The low frequency normal of the water surface in world space. This is the normal of the water surface without high frequency details such as ripples. |
|
||
|
| **LowFrequencyHeight** | Input | Float | The vertical displacement of the water surface. This doesn't include ripples.|
|
||
|
| **TipThickness** | Output | Float | The thickness of the water in a wave tip. |
|