Water
Aliases: Water_DX90
, Water_DX9_HDR
Parameters
$flags <int> = 0
flags
$flags_defined <int> = 0
flags_defined
$flags2 <int> = 0
flags2
$flags_defined2 <int> = 0
flags2_defined
$color <color> = [1 1 1]
color
$alpha <float> = 1.0
alpha
$basetexture <texture> = "shadertest/BaseTexture"
Base Texture with lighting built in
$frame <int> = 0
Animation Frame
$basetexturetransform <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0
Base Texture Texcoord Transform
$color2 <color> = [1 1 1]
color2
$srgbtint <color> = [1 1 1]
tint value to be applied when running on new-style srgb parts
$refracttexture <texture> = "_rt_WaterRefraction"
$refractdepth <texture> = "_rt_WaterRefractionDepth"
$reflecttexture <texture> = "_rt_WaterReflection"
$refractamount <float> = 0
$refracttint <color> = [1 1 1]
refraction tint
$reflectamount <float> = 0.8
$reflecttint <color> = [1 1 1]
reflection tint
$normalmap <texture> = "dev/water_normal"
normal map
$bumpframe <int> = 0
frame number for $bumpmap
$bumptransform <matrix> = center .5 .5 scale 1 1 rotate 0 translate 0 0
$bumpmap texcoord transform
$time <float>
$waterdepth <float>
$cheapwaterstartdistance <float>
This is the distance from the eye in inches that the shader should start transitioning to a cheaper water shader.
$cheapwaterenddistance <float>
This is the distance from the eye in inches that the shader should finish transitioning to a cheaper water shader.
$envmap <texture> = "env_cubemap"
envmap
$envmapframe <int> = 0
$fogcolor <color>
$forcecheap <bool>
$forceexpensive <bool>
$reflectentities <bool>
$fogstart <float>
$fogend <float>
$abovewater <bool>
$waterblendfactor <float> = 1.0
$nofresnel <bool> = 0
$nolowendlightmap <bool> = 0
$scroll1 <color>
$scroll2 <color>
$flashlighttint <float> = 0
$lightmapwaterfog <bool> = 0
$forcefresnel <float> = 0
$forceenvmap <bool> = 0
$depth_feather <int> = 0
$flowmap <texture>
flowmap
$flowmapframe <int> = 0
frame number for $flowmap
$flowmapscrollrate <vec2> = [0 0
2D rate to scroll $flowmap
$flow_noise_texture <texture>
flow noise texture
$flow_worlduvscale <float>
$flow_normaluvscale <float>
$flow_timeintervalinseconds <float>
$flow_uvscrolldistance <float>
$flow_bumpstrength <float>
$flow_noise_scale <float>
$flow_debug <bool> = 0
$color_flow_uvscale <float>
$color_flow_timeintervalinseconds <float>
$color_flow_uvscrolldistance <float>
$color_flow_lerpexp <float>
$color_flow_displacebynormalstrength <float>
$simpleoverlay <texture>
simpleoverlay