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.