WaterSurface Shader


Params example:

Texture maps

Texture Using for
Diffuse not using
Specular Specular texture (water surface)
Bumpmap not using
Normalmap not using
Environment environment cube map texture
Detail noise texture
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
Bump map scale-bumpmap texture scale
Waves scale-
Reflect amount-amount of reflection on the water
Fresnel bias-determines how much reflection vs. refraction is visible
Sun shine glossiness-
Sun multiplier-
Transparency Ratio-
Soft intersection factor-
Foam Factor-
Foam multiplier-
Foam tilling-foam texture tilling
Foam mix-mix color (balance) between foam1 and foam2 textures
mask tilling$Subsurface foam mask texturemask texture tilling
Mask bump tilling-mask texture bump
Subsurface multiplier-
Subsurface color-

Shader Generation parameters

Shader Gen Param Dependence Description
Water Volume-Use for water volume
SunshineSpecular textureenables 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, $custom- foam1 texture, #custom1- foam2 textureenable foam generation
Sun shading-enable sun shading
Invert mask$Subsurface- foam mask textureinvert mask texture
Stop mask moving-do not moving mask texture
Subsurface-enable subsurface render

ava 2024/03/28 09:36

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