Stylized Water 2
By large this is a shader asset. Though because aspects revolving around Buoyancy are related to scripting, there are a couple of C# functions in place that can aid development.
All these functions have IntelliSense summaries, which can be viewed in your IDE, next to any overload variations. If necessary, each parameter is described there.
Anything related to sampling the wave height/normal through the Buoyancy class requires a reference to a
Water Object component. This is so the Y-position (water level) and material (wave settings) can be accessed.
This function is a quick way to find a
Water Object below or above a given position. It won’t be efficient to rely entirely on this, especially not every frame. Its performance scales down by the number of Water Objects in the scene.
If you imagine the water being a flat plane, this performs a faux-raycast to find the intersection point where a ray shot from a point, in a specific direction meets the water level (height in world-space).
This can be used as a fast board-phase check, for functionality that doesn’t necessarily need wave-specific accuracy.
Emulates a physics-style Raycast, under the hood this uses the
FindWaterLevelIntersection function, and uses the result for the Buoyancy.SampleWaves function.
This could be used to position effects like bullet impacts on the water surface. Unlike a raycast, it cannot return a boolean if it hits or misses an actual Water Object.
Checks if the position falls between the Water Object’s Y-position, and the maximum possible wave height. In this case, it’s possible for a wave to touch the position at some point in time.
This can be used as a fast broad-phase check, before actually using the more expensive