<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.ali3nsystems.lib-atmokinetic_assets</name>
    </assembly>
    <members>
        <member name="T:AtmokineticAssets.CameraWaterFallbackState">
            <summary>
            Camera-water state supplied by a non-Atmokinetic volume implementation.
            This keeps camera presentation local without requiring the fallback volume
            to create tiles, buoyancy, reflections, or network state.
            </summary>
        </member>
        <member name="T:AtmokineticAssets.ICameraWaterFallbackProvider">
            <summary>
            Upstream candidate: games can bridge existing water-volume authoring into
            Atmokinetic camera presentation without constructing a full WaterController.
            </summary>
        </member>
        <member name="P:AtmokineticAssets.EnvironmentController.CachedWaterControllers">
            <summary>
            Every WaterController in the scene, cached on awake so consumers
            (e.g. GraphicsSettings) don't re-scan the scene.
            </summary>
        </member>
        <member name="M:AtmokineticAssets.GraphicsSettings.IsWaterReflectionPlanarActive(AtmokineticAssets.WaterController)">
            <summary>
            True when the given water should render planar reflections. Static mode uses
            the water's own configuration and ignores GraphicsSettings; Dynamic mode
            follows GraphicsSettings, falling back to the water's Static configuration
            when no GraphicsSettings exists.
            </summary>
        </member>
        <member name="M:AtmokineticAssets.GraphicsSettings.GetWaterReflectionPlanarResolution(AtmokineticAssets.WaterController)">
            <summary>
            The texture size divider the given water should use. 1 = screen, 2 = screen/2,
            4 = screen/4. Static mode uses the water's own value; Dynamic mode resolves the
            tier selected by GraphicsSettings, falling back to the water's Static value
            when no GraphicsSettings exists.
            </summary>
        </member>
        <member name="M:AtmokineticAssets.GraphicsSettings.GetWaterReflectionPlanarFramesPerSecond(AtmokineticAssets.WaterController)">
            <summary>
            The reflection render rate the given water should use. Static mode uses the
            water's own value; Dynamic mode resolves the tier selected by GraphicsSettings,
            falling back to the water's Static value when no GraphicsSettings exists.
            </summary>
        </member>
        <member name="M:AtmokineticAssets.GraphicsSettings.ApplyWaterReflectionModeDynamic">
            <summary>
            Pushes each water's resolved Planar/Cubemap choice to its own tiles and
            releases the reflection texture of any water that isn't rendering planar.
            Static-mode waters keep their own choice and are unaffected by this setting.
            </summary>
        </member>
        <member name="P:AtmokineticAssets.GraphicsSettings.Instance">
            <summary>
            The scene's GraphicsSettings. There should only ever be one.
            </summary>
        </member>
        <member name="F:AtmokineticAssets.CharacterControllerUtilities._appliedTag">
            <summary>
            THIS IS PRIMARILY USED FOR THE MODELPHYISICS TO GENERATE WATER SIMULATIONS/RIPPLES
            WITHOUT COLLIDING WITH THE CHARACTER CONTROLLER'S BOX/CAPSULE COLLIDER. 
            IT USES THE STEAMID AS AN IDENTIFIER.
            </summary>
        </member>
        <member name="T:AtmokineticAssets.WaterController">
            <summary>
            Blood! a small, fixed-cap set of generic world-space color influences for
            water surfaces. The library owns only the rendering primitive and games decide what creates
            an influence (pollution, blood, oil, w/e).
            </summary>
        </member>
        <member name="P:AtmokineticAssets.WaterController.WaterReflectionPlanarDistanceCulling">
            <summary>
            If the distance between the center of the bounds and the camera goes beyond the selected value then the camera will be disabled and the cubemap will be used as fallback.
            </summary>
        </member>
        <member name="T:AtmokineticAssets.WaterController.WaterReflectionPlanarResolutionModeEnumeration">
            <summary>
            
            </summary>
        </member>
        <member name="T:AtmokineticAssets.WaterController.WaterReflectionPlanarFramesPerSecondModeEnumeration">
             <summary>
            
             </summary>
        </member>
        <member name="M:AtmokineticAssets.WaterController.IsWaterReflectionPlanarRendering">
            <summary>
            True when this water is actually rendering planar reflections right now.
            Planar has to be the resolved mode AND the water has to be on screen AND the
            camera has to be within the distance-culling range - when any of those fail
            there's nothing to reflect into, so the reflection is shut down and the tiles
            fall back to the cubemap.
            </summary>
        </member>
        <member name="P:AtmokineticAssets.WaterController.WaterBuoyancyFluidDensity">
            <summary>
            How heavy the fluid is. Higher values make things float more.
            Water is 1000, oil is around 900, something very heavy like mercury is 13600.
            </summary>
        </member>
        <member name="P:AtmokineticAssets.WaterController.WaterBuoyancyFluidVelocity">
            <summary>
            Direction and speed of the water current.
            </summary>
        </member>
        <member name="P:AtmokineticAssets.WaterController.WaterBuoyancyLinearDrag">
            <summary>
            How much the fluid slows down movement.
            </summary>
        </member>
        <member name="P:AtmokineticAssets.WaterController.WaterBuoyancyAngularDrag">
            <summary>
            How much the fluid slows down spinning.
            </summary>
        </member>
        <member name="P:AtmokineticAssets.WaterController.WaterBuoyancySurfaceOffset">
            <summary>
            Moves the water surface up or down.
            </summary>
        </member>
        <member name="P:AtmokineticAssets.WaterController.WaterBuoyancyWaveAmplitude">
            <summary>
            How tall the waves are. Set to 0 for calm water.
            </summary>
        </member>
        <member name="P:AtmokineticAssets.WaterController.WaterBuoyancyWaveFrequency">
            <summary>
            How fast the waves move.
            </summary>
        </member>
        <member name="P:AtmokineticAssets.WaterController.WaterBuoyancyIgnoreTags">
            <summary>
            Objects with any of these tags won't be affected.
            </summary>
        </member>
        <member name="P:AtmokineticAssets.WaterController.WaterSimulationIgnoreTags">
            <summary>
            Upstream candidate:
            Colliders with any of these tags do not generate simulated surface ripples.
            </summary>
        </member>
        <member name="P:AtmokineticAssets.WaterController.WaterSimulationMaximumActiveRipples">
            <summary>
            Hard ceiling for active simulated ripples. The water shader loops over every
            active ripple per vertex and pixel, so this keeps rendering cost bounded.
            </summary>
        </member>
        <member name="M:AtmokineticAssets.WaterController.SetLocalizedSurfaceTints(System.Collections.Generic.IReadOnlyList{AtmokineticAssets.WaterController.WaterSurfaceTint})">
            <summary>
            Upstream candidate: replaces the fixed tint set and uploads it once. Callers own
            the lifetime and networking of records; the water renderer only consumes a snapshot.
            </summary>
        </member>
    </members>
</doc>
