22 lines
1.4 KiB
Markdown
22 lines
1.4 KiB
Markdown
# Evaluate Refraction Data
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This node calculates water refraction.
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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 Refraction Data** | No | Yes |
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## Ports
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| **Name** | **Direction** | **Type** | **Description** |
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|--- | --- | --- | --- |
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| **NormalWS** | Input | Vector3 | The water surface normal in world space. |
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| **LowFrequencyNormalWS** | 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. |
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| **RefractedPositionWS** | Output | Vector3 | The refracted position of the water bed you observe through the water, in world space. |
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| **DistortedWaterNDC** | Output | Vector2 | The screen space position of the refracted point. |
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| **AbsorptionTint** | Output | Vector3 | An absorption factor that HDRP uses to blend between the water surface and the refracted underwater color. |
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