Material - Water simple: Difference between revisions

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{{enHeader}}
'''Two pass water'''
'''Two pass water'''



Latest revision as of 20:30, 31 January 2021

Two pass water

First RVMAT

renderFlags[]={NoAlphaWrite};
nextPass=DetailMapy\water-pass2.rvmat;

// color when there is no water texture
ambient[] = {0.136,0.168,0.276,0.6}; /// last number is water alpha
diffuse[] = {0.156,0.197,0.230,1.0};
forcedDiffuse[] = {0,0,0,0};
specular[] = {0.4,0.4,0.45,0};
specularPower = 4;
emmisive[] = {0,0,0,0};

PixelShaderID = "Water";
VertexShaderID = "WaterSimple";

class Stage1
{
  texture="DetailMapy\waterSimple_NOFex.paa";
  uvSource="texWaterAnim";
  class uvTransform
  {
    aside[] = {0,4,0};
    up[] = {4,0,0};
    dir[] = {0,0,4};
    pos[] = {0,0,0};
  };
};
class Stage3
{
  texture="#(ai,16,64,1)irradiance(16)";
  uvSource="none";
};

Second RVMAT (water-pass2.rvmat)

renderFlags[]={NoColorWrite};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0,0,0,0};
specularPower=0;
PixelShaderID="White";
VertexShaderID="WaterSimple";
class Stage1
{
  texture="DetailMapy\waterSimple_NOFex.paa";
  uvSource="texWaterAnim";
  class uvTransform
  {
    aside[] = {0,4,0};
    up[] = {4,0,0};
    dir[] = {0,0,4};
    pos[] = {0,0,0};
  };
};