Table of Contents

Class SurfaceWetnessSettings

Namespace
DFA.Puddlecraft

How rain wets the ground the sky reaches, in materials that use Puddlecraft/Lit (Wet), the puddlecraft-wetness Shader Graph node or the PuddlecraftWetness HLSL function: how unevenly it soaks and dries, whether it wets drop by drop, the size of the procedural puddles, and how far rain reaches in under the edge of a roof.

[Serializable]
public sealed class SurfaceWetnessSettings
Inheritance
SurfaceWetnessSettings

Properties

coverEdge

How far rain reaches in under the edge of a roof, in metres: the ground there is wet at the roof line and fades to dry, with a ragged, soft edge. 0 follows the roof exactly.

public float coverEdge { get; set; }

Property Value

float

dropResolution

Raindrop wetting: texels along each side of the drop pattern. Capped at 1024.

public PuddlecraftResolution dropResolution { get; set; }

Property Value

PuddlecraftResolution

dropSize

Raindrop wetting: radius of the wet spot one raindrop leaves, in centimetres (0.5 to 5).

public float dropSize { get; set; }

Property Value

float

dropTileSize

Raindrop wetting: side of the square of ground the drop pattern covers before it repeats, in metres (0.5 to 8).

public float dropTileSize { get; set; }

Property Value

float

enabled

Let rain wet the ground and grow procedural puddles.

public bool enabled { get; set; }

Property Value

bool

noiseTileSize

Size of the patches that get wet first and dry last, in metres.

public float noiseTileSize { get; set; }

Property Value

float

puddleSize

Size of the procedural puddles, in metres.

public float puddleSize { get; set; }

Property Value

float

raindropWetting

In Play mode, raindrops darken small spots wherever the ground is dry, instead of it getting wet in patches. The spots evaporate unless it pours, so light rain speckles the ground and heavy rain soaks it, over wetTime. Soaked ground dries in patches. Needs compute shaders.

public bool raindropWetting { get; set; }

Property Value

bool

stagger

How unevenly the ground gets wet and dries. 0: everything at once. 0.95: the first patches are soaked before the last ones start.

public float stagger { get; set; }

Property Value

float