**WaterVols Shader** ---- {{::watervol_dev_screen3.jpg?400|}} Params example: {{::vol_params.jpg?300|}} **Texture maps** ^ Texture ^ Using for ^ | Diffuse|not using| | Specular|Specular texture (water surface) | | Bumpmap|bump map texture| | Normalmap|not using| | Environment|environment cube map texture| | Detail|not using| | Opacity|not using| | Decal|not using| | Subsurface| mask texture| | Custom|foam diffuse texture| | [1] Custom|Secondary foam diffuse texture| **Shader parameters** ^Shader Params ^Dependence ^Description^ |Waves movement speed|-|waves speed| |Tilling|-|waves tilling| |Bump map scale|bumpmap texture|bump map scale| |Reflect amount|-|amount of reflection on the water| |Fresnel bias|-|determines how much reflection vs. refraction is visible| |Sun multiplier|-|| |Soft intersection factor|-|| |Refraction bump scale|-|| |Texture tilling|foam1, foam2 textures|foam texture tilling| |Blend amount|foam1, foam2, mask textures|foam sum and mask textures blend amount| |mask tilling|$Subsurface- foam mask texture|mask texture tilling| |Foam bump tilling|-|foam bump tilling| |foam factor|-|additional foams mixer with water depth dependencies (experimental)| |foam multiplier|-|foam multiplier| |Foam mix|$custom- foam1 texture, #custom1- foam2 texture|mix color (balance) between foam1 and foam2 textures| |Water Color|-|reserved| **Shader Generation parameters** ^Shader Generation Param ^Dependence ^Description^ |Water Volume|-|Use for water volume| |Sunshine|Specular texture|enables sunshine reflection on the water surface| |Real-time Reflection|-|enable real time reflection on the water surface| |No vertex fog|-|| |No flow|-|disable flow| |Rain drops|-|enable rain drops on the water surface| |Foam|$Subsurface- foam mask texture, $custom- foam1 texture, #custom1- foam2 texture|enable foam generation| |Sun shading|-|enable sun shading| |Invert mask|$Subsurface- foam mask texture|invert mask texture| --- //[[ava@ava.net.ru|ava]] 2024/03/28 09:48//