Water Shader
Shader Path: BallisticNG -> Water
The water shader is an advanced shader that simulates water, using a reflection probe source as a reflection source.
Properties
Name |
Description |
---|---|
Water Surface |
A diffuse overlay for the water. |
Distortion (Normal Map) |
The normal map to apply refraction distortion to everything below the water. |
Distortion Intensity Map (Alpha) |
Intensity mask for the refraction distortion. |
Water Shine Map |
Texture of the distance fresnel texture. |
Global Color |
The base color of the water surface. |
Wave Shine Color |
The color of the water shine. |
Light Blend |
How much the baked vertex colors affect the color of the water surface. |
Water Refractive Color |
The color of the world under the water. |
Water Fog Color |
The color of the water’s fog. |
Water Fog Distance |
The distance of the water’s fog. |
Alpha Blend |
Opacity of the water surface. |
Wave Opacity Min/Max Distance |
Controls the min/max distance of the distance fresnel texture blend. |
Surface Scroll |
Scrolling speed of the water surface texture. |
Surface Overlay Scroll |
Controls the intensiity of the distance fresnel texture. Z controls the intensity. |
Refraction Intensity |
Intensity of the waters light refraction. |
Reflection Refraction Intensity |
How much the reflection gets refracted. |
Base Wave Speed |
X and Y control the scroll speed of the normal map. W and Z control the tiling. |
Blend Wave Speed |
X and Y control the scroll speed of the 2nd normal map layer. W and Z control the tiling. |
Reflection Color |
The color of the waters reflection. |
Fog Uses Depth Buffer |
Whether the waters fog uses the depth buffer to determine fog depth. |
Allow Edege Blend |
Whether the depth buffer will be used to adjust the waters color when its shallow. |
Dpeth Color |
The color of the water at maximum depth. |
Fade Settings |
Controls color and alpha power/blend settings. X is the colors power. Y is the alphas power. Z is the color blend factor and W is the alpha blend factor. |
Uv Settings |
Controls UV scaling over a distance. X is the distance where the minimum scale is. Y is the distance where the maximum scale is. Y is the minumum scale. W is the maximum scale. |