Water (shader): Difference between revisions
Deprecated (talk | contribs) (Major rewrite/reordering, documented $bumptransform, $envmapframe, $cheapwaterstart/enddistance, $blurrefract, $color_flow_timescale, documented what $pseudotranslucent & $waterblendfactor do, $forcefresnel & basetexture flow are in AS, many other changes) |
Deprecated (talk | contribs) (Some more reordering, changed to use Shader and MatParam templates, fixed 404 Houdini link) |
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[[File:L4d2 flowmap user.jpg|thumb|200px|[[Left 4 Dead 2]] introduced [[#Flowing water|flowing water]].]] | [[File:L4d2 flowmap user.jpg|thumb|200px|[[Left 4 Dead 2]] introduced [[#Flowing water|flowing water]].]] | ||
{{Shader|Water}} It creates water that realistically reflects and refracts the world, and that can flow throughout a map. | |||
== Special behaviour == | == Special behaviour == | ||
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{{note|In games before {{As}}, there is no <code>[[$basetexture]]</code>. The surface is a combination of fog color, animated bump map, reflection and refraction.}} | {{note|In games before {{As}}, there is no <code>[[$basetexture]]</code>. The surface is a combination of fog color, animated bump map, reflection and refraction.}} | ||
{{MatParam|$abovewater|bool|Whether this material is used for above or below the water’s surface.}} | |||
{{MatParam|$bottommaterial|material|Required parameter. This is the material ('''not''' texture) to use when underneath the water’s surface. The bottom material must have <code>$reflecttexture</code>, <code>$abovewater</code> and <code>$envmap</code> disabled, but can otherwise do whatever it wants.}} | |||
{{MatParam|$underwateroverlay|material|Applies a refracting screen overlay when the camera is underwater. Generally used with <code>effects\water_warp01</code>. Requires <code>$abovewater</code> to be 0.|since=EP2}} | |||
{{MatParam|[[Du/dv_map|$bumpmap]]|texture|dx8=1}} | |||
{{MatParam|[[normalmap|$normalmap]]|texture|A [[Du/dv map]] for DirectX 8 rendering (<code>$bumpmap</code>), and a [[bump map]] for DirectX 9 and above (<code>$normalmap</code>). These should be animated unless the water is to be perfectly still or you're using a flowmap, which makes an animated bump map redundant. | |||
: {{note|The <code>[[normalmap|$normalmap]]</code> command is unique to the <code>Water</code> shader, and uses a [[normalmap|normal map]]. A [[Du/dv_map|du/dv map]] is used for <code>[[$bumpmap]]</code> when using the <code>Water</code> shader. The <code>[[Du/dv_map|$dudvmap]]</code> command is obsolete.}} {{tip|Use <code>$bumptransform</code> with the [[TextureScroll]] proxy to move the normal map in pre-2006 engine branches.}}}} | |||
{{MatParam|$dudvframe|int}} | |||
{{MatParam|$bumpframe|int|Frame to start the animated du/dv map and bump map on, respectively. Somewhat confusingly, <code>$bumpframe</code> affects <code>$''normal''map</code>, which should be pointing to a [[bump map]].}} | |||
{{MatParam|$bumptransform|matrix|Transforms the bump map texture. | |||
: {{note|The <code>[[normalmap|$normalmap]]</code> command is unique to the <code>Water</code> shader, and uses a [[normalmap|normal map]]. A [[Du/dv_map|du/dv map]] is used for <code>[[$bumpmap]]</code> when using the <code>Water</code> shader. The <code>[[Du/dv_map|$dudvmap]]</code> command is obsolete.}} {{tip|Use <code>$bumptransform</code> with the [[TextureScroll]] proxy to move the normal map in pre-2006 engine branches.}} | {{VMT UVtransform}}}} | ||
{{MatParam|$scale|vector2|{{todo|What does this do?}}}} | |||
{{MatParam|$flashlighttint|float|{{confirm|How much projected textures should tint the water?}}|since=l4d2}} | |||
{{MatParam|$waterdepth|float|{{todo|What does this do exactly? Seems like it's related to $waterblendfactor, Found in liquids/nuke_water.vmt. Found in 2006/2007 code, does it do anything there?}}|since=CSGO}} | |||
{{MatParam|$depth_feather|int|{{todo|What does this do exactly? Found in liquids/nuke_water.vmt.}}|since=CSGO}} | |||
{{VMT UVtransform}} | |||
=== Fog === | === Fog === | ||
{{MatParam|$fogcolor|RGB matrix|Color of the water’s volumetric fog. Generally this value should match the color used in the bottom material.}} | |||
{{MatParam|$fogenable|bool|Enable volumetric fog for the water.}} | |||
{{MatParam|$fogstart|float|Distance in inches from the eye at which water fog starts. | |||
: {{warning|Must be 0 for edge fading to work properly.}}}} | |||
{{MatParam|$fogend|float|Distance in inches from the eye at which water fog ends.}} | |||
{{MatParam|$lightmapwaterfog|bool|Allows the fog to receive [[lightmap]]s, so that static objects can cast shadows onto the water. Must be enabled when the map is compiled.|since=l4d2}} | |||
: {{warning|Must be 0 for edge fading to work properly.}} | |||
=== Reflection === | === Reflection === | ||
{{MatParam|$reflecttexture|texture|Texture to use for reflection. For real-time reflections, use <code>[[_rt_WaterReflection]]</code>.}} | |||
{{MatParam|[[$envmap]]|[[env_cubemap]] / [[texture]]|See <code>[[$envmap]]</code>. Provides reflections for cheap water. | |||
: {{Note|Don't use this on underwater materials.}}}} | |||
{{MatParam|$envmapframe|int|The frame to start an animated cubemap on.}} | |||
: {{Note|Don't use this on underwater materials.}} | {{MatParam|$forceenvmap|bool|Forces the water to use <code>$envmap</code> for reflections.|since=p2}} | ||
{{MatParam|$forcecheap|bool|Force the water to render itself as [[cheap]], regardless of the map's {{ent|water_lod_control}} entity settings or the user's settings. This will disable real-time reflection and instead use <code>$envmap</code>. Refraction is assumed to be opaquely the water fog color.}} | |||
{{MatParam|$forceexpensive|bool|Force the water to render itself as [[expensive]], regardless of the map's <code>water_lod_control</code> entity settings or the user's settings.}} | |||
{{MatParam|$cheapwaterstartdistance|float|Distance from the eye in inches that the shader should start transitioning to a cheaper water shader.}} | |||
{{MatParam|$cheapwaterenddistance|float|Distance from the eye in inches that the shader should finish transitioning to a cheaper water shader.}} | |||
{{MatParam|$reflectskyboxonly|bool|Make the water reflect only the [[skybox]].|since=l4d2}} | |||
{{MatParam|$reflect2dskybox|bool|Make the water reflect the [[skybox]] material ''in addition'' to other reflections.|since=p2}} | |||
{{MatParam|$reflect3dskybox|bool|Make the water reflect the 3D skybox ''in addition'' to other reflections. Added in the Danger Zone update and used on '''dz_blacksite.''' | |||
: {{Note|Requires a {{ent|sky_camera}} entity to be placed in the map, otherwise this might cause crashes.}}|since=CSGO}} | |||
{{MatParam|$reflectentities|bool|Make the water reflect entities. By default, no entities are reflected.}} | |||
{{MatParam|$reflectonlymarkedentities|bool|Make the water reflect only entities and static props with "Render in Fast Reflections" enabled.|since=p2}} | |||
{{MatParam|$reflectamount|float|Amount of warp for the reflection. Higher values produce more visible reflections.}} | |||
{{MatParam|$reflecttint|RGB matrix|Color tint for the real-time reflection and environment map.}} | |||
{{MatParam|$reflectblendfactor|float|{{todo|What does this do?}}}} | |||
{{MatParam|$nofresnel|bool|Disable the fresnel on the water's reflection. | |||
: {{Bug|Does not do anything in any engine branch.}}|since=EP1}} | |||
{{MatParam|$forcefresnel|float|Force this amount of fresnel on the water. Higher values usually cause the water to appear brighter. {{bug|Does not work properly in {{insurgency}}{{doi}}.}}|since=AS}} | |||
: {{Note|Requires a {{ent|sky_camera}} entity to be placed in the map, otherwise this might cause crashes.}} | {{MatParam|$basereflectance|float|{{todo|What is this?}}}} | ||
{{MatParam|$maxreflectance|float|{{todo|What is this?}}}} | |||
: {{Bug|Does not do anything in any engine branch.}} | |||
===Refraction=== | ===Refraction=== | ||
{{MatParam|$refract|bool|Whether the material should refract at all.|since=l4d2}} | |||
{{MatParam|$refracttexture|texture|Texture to use for refraction. For real-time refractions, use <code>[[_rt_WaterRefraction]]</code>. | |||
: {{tip|Specify <code>$refracttexture</code> without <code>$reflecttexture</code> to get real-time refraction on <code>$envmap</code> reflections.}}}} | |||
{{MatParam|$refractamount|float|Amount of warp for the refraction. Higher values produce more warping.}} | |||
{{MatParam|$refracttint|RGB matrix|Color of the refraction. | |||
: {{warning|It is recommended that you set this to white or something close to white so that edge transitions work properly on DX9.}}}} | |||
: {{tip|Specify <code>$refracttexture</code> without <code>$reflecttexture</code> to get real-time refraction on <code>$envmap</code> reflections.}} | {{MatParam|$blurrefract|bool|Blurs the refraction when underwater. | ||
: {{warning|Underwater materials only; this will cause buggy behavior on any material with <code>$abovewater</code> set to 1.}}|since=EP2|dx9=1}} | |||
{{MatParam|$pseudotranslucent|bool|Make the water translucent. This is a cheap substitute for refractive water; do not use this when refraction is enabled.|since=p2}} | |||
: {{warning|It is recommended that you set this to white or something close to white so that edge transitions work properly on DX9.}} | {{MatParam|$waterblendfactor|normal|How translucent the water should be when <code>$pseudotranslucent</code> is enabled. At 0, the water is completely transparent, while at 1 the water is completely opaque.|since=p2}} | ||
: {{warning|Underwater materials only; this will cause buggy behavior on any material with <code>$abovewater</code> set to 1.}} | |||
; [[Image:Orange Box Scrolling Water.png|right|300px|Size/angle of $scroll1 and $scroll2]] | ; [[Image:Orange Box Scrolling Water.png|right|300px|Size/angle of $scroll1 and $scroll2]] | ||
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==== Flowmaps ==== | ==== Flowmaps ==== | ||
[[File:L4d2 flowmap tex.jpg|right|200px|A flowmap texture.]] [[File:L4d2 flowmap dev.jpg|right|200px|The flowmap texture in-engine, shown with $flow_debug 1.]] [[File:L4d2 flowmap user.jpg|right|200px|The result in-engine.]] | [[File:L4d2 flowmap tex.jpg|right|200px|A flowmap texture.]] [[File:L4d2 flowmap dev.jpg|right|200px|The flowmap texture in-engine, shown with $flow_debug 1.]] [[File:L4d2 flowmap user.jpg|right|200px|The result in-engine.]] | ||
{{MatParam|$flowmap|texture|Texture that defines flow velocity by skewing and scrolling the <code>$normalmap</code>. Valve generates their flowmaps with [https://www.sidefx.com/products/houdini/ Houdini]. | |||
: [http://www.youtube.com/watch?v{{=}}iY6vkpQDcpU Video of the effect.] For technical details, see [https://steamcdn-a.akamaihd.net/apps/valve/2010/siggraph2010_vlachos_waterflow.pdf Alex Vlachos' SIGGRAPH 2010 paper] and [https://steamcdn-a.akamaihd.net/apps/valve/2011/gdc_2011_grimes_nonstandard_textures.pdf Valve's GDC 2011 paper].|since=l4d2}} | |||
: [http://www.youtube.com/watch?v=iY6vkpQDcpU Video of the effect.] For technical details, see [https://steamcdn-a.akamaihd.net/apps/valve/2010/siggraph2010_vlachos_waterflow.pdf Alex Vlachos' SIGGRAPH 2010 paper] and [https://steamcdn-a.akamaihd.net/apps/valve/2011/gdc_2011_grimes_nonstandard_textures.pdf Valve's GDC 2011 paper]. | {{MatParam|$flow_normaluvscale|float|The number of world units covered by the normal map before it repeats. Typically in the 100s.|since=l4d2}} | ||
{{MatParam|$flow_worlduvscale|float|The number of times the flow map fits into the material. Face texture scale affects this.|since=l4d2}} | |||
{{MatParam|$flow_uvscrolldistance|float|How far along the flow map the normal map should be distorted. Higher values lead to more distortion.|since=l4d2}} | |||
{{MatParam|$flow_timeintervalinseconds|float|Time needed for the normal map to cross the <code>$flow_uvscrolldistance</code>.|since=l4d2}} | |||
{{MatParam|$flow_timescale|float|Modifies flow speed without affecting the amount of distortion.|since=l4d2}} | |||
{{MatParam|$flow_bumpstrength|normal|How rough the surface of the water is.|since=l4d2}} | |||
{{MatParam|$flow_noise_texture|texture|A treatment texture used to break up repetition of the normal map.|since=l4d2}} | |||
{{MatParam|$flow_noise_scale|float|How many times to fit the noise texture into the normal map. Typically around 0.01.|since=l4d2}} | |||
{{MatParam|$flow_debug|bool|Replaces the water surface with a literal rendering of the flow map. {{bug|Although the flow map will show up in Hammer, it may not be in the correct place! Don't rely on Hammer's view for alignment.}}|since=l4d2}} | |||
==== Basetexture Flow ==== | ==== Basetexture Flow ==== | ||
{{MatParam|$basetexture|texture|A "sludge layer", used in {{portal2}} for the sludge and debris in test chambers. The alpha channel of the <code>$basetexture</code> acts as a mask for the reflection; darker values are more reflective, while lighter values are less reflective. | |||
: {{Note|From {{portal2}} onwards, the opacity of the <code>$basetexture</code> is controlled by the alpha channel of the flowmap.}}|since=AS}} | |||
{{MatParam|$color_flow_uvscale|float|The number of world units covered by the base texture before it repeats. Typically in the 100s.|since=AS}} | |||
{{MatParam|$color_flow_timescale|float|Modifies flow speed without affecting the amount of distortion.|since=AS}} | |||
{{MatParam|$color_flow_timeintervalinseconds|float|Time needed for the base texture to cross the <code>$color_flow_uvscrolldistance</code>.|since=AS}} | |||
{{MatParam|$color_flow_uvscrolldistance|float|How far along the flow map the base texture should be distorted. Higher values lead to more distortion.|since=AS}} | |||
{{MatParam|$color_flow_lerpexp|float|How sharp the transition should be between repeats, should be 1. | |||
: {{todo|Better explanation}}|since=AS}} | |||
{{MatParam|$color_flow_displacebynormalstrength|float|How much the normal map affects the base texture. Uses extremely low values, usually 0.01 or less.|since=p2}} | |||
: {{todo|Better explanation}} | |||
==== Authoring a flow map ==== | ==== Authoring a flow map ==== | ||
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=== Other === | === Other === | ||
{{MatParam|%compilewater|bool|This is needed to make a map using the material compile properly.}} | |||
{{MatParam|$surfaceprop|water|Tells the physics system that the surface is water. See [[$surfaceprop]].}} | |||
{{MatParam|%tooltexture|texture|Defines the texture Hammer will display in the material browser.}} | |||
; <code>WaterLOD proxy</code> | ; <code>WaterLOD proxy</code> | ||
: This connects the [[water_lod_control]] entity in a level to the water’s internal parameters. This must be declared in the material for the LOD mechanisms to work properly. | : This connects the [[water_lod_control]] entity in a level to the water’s internal parameters. This must be declared in the material for the LOD mechanisms to work properly. | ||
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*[[True reflections under CSS:fr|True reflections under CSS]] (French) | *[[True reflections under CSS:fr|True reflections under CSS]] (French) | ||
[[Category:Water]] | [[Category:Water]] |
Revision as of 15:54, 7 June 2019
Water
It creates water that realistically reflects and refracts the world, and that can flow throughout a map.
Special behaviour
- Expensive and cheap
Water
materials fall into two groups: expensive and cheap. Expensive water reflects and refracts the world in real-time, while cheap water uses an$envmap
and does not refract. Users can disable expensive water rendering through their video options, so always place env_cubemaps.- Above and below
Water
actually requires two materials: one for above the surface and one for below. These materials are independent of each other, but of course for proper effect need to correlate in most areas.- Flow Mapping
- Water can flow in arbitrary directions. It's very tricky to create a flow map by hand however, and the tool Valve used internally hasn't been released.
Shader parameters
Textures


$basetexture
. The surface is a combination of fog color, animated bump map, reflection and refraction.$abovewater
$bottommaterial
$underwateroverlay
[[$bumpmap|$bumpmap]]
[[$normalmap|$normalmap]]
$dudvframe
$bumpframe
$bumptransform
$scale
$flashlighttint
$waterdepth
$depth_feather
Fog
$fogcolor
$fogenable
$fogstart
$fogend
$lightmapwaterfog
Reflection
$reflecttexture
[[$envmap|$envmap]]
$envmapframe
$forceenvmap
$forcecheap
$forceexpensive
$cheapwaterstartdistance
$cheapwaterenddistance
$reflectskyboxonly
$reflect2dskybox
$reflect3dskybox
$reflectentities
$reflectonlymarkedentities
$reflectamount
$reflecttint
$reflectblendfactor
$nofresnel
$forcefresnel
$basereflectance
$maxreflectance
Refraction
$refract
$refracttexture
$refractamount
$refracttint
$blurrefract
$pseudotranslucent
$waterblendfactor
Flowing water
$scroll1 "[<normal X> <normal Y>]"
(in all games since)
$scroll2 "[<normal X> <normal Y>]"
(in all games since)
- If
$scroll1
is defined and X is not zero, two more instances of the normal map will be drawn in such a way that they are merged together. The first layer is 7x larger and rotated 45°; the second is 2x larger and rotated 90°. The parameters specify the speed and direction that the extra layers will move. (Valve's materials usually contain a third number, but it doesn't have any apparent effect and is most likely obsolete.)
Flowmaps
$flowmap
$flow_normaluvscale
$flow_worlduvscale
$flow_uvscrolldistance
$flow_timeintervalinseconds
$flow_timescale
$flow_bumpstrength
$flow_noise_texture
$flow_noise_scale
$flow_debug
Basetexture Flow
$basetexture
$color_flow_uvscale
$color_flow_timescale
$color_flow_timeintervalinseconds
$color_flow_uvscrolldistance
$color_flow_lerpexp
$color_flow_displacebynormalstrength
Authoring a flow map
Overall, trying to create a flow map manually is a nightmare. Painting the flowmap, fitting it into the world, and painting foam, is extremely difficult.
But if you do want to give it a try, flow direction is read from the red and green channels of the flow map. 50% tone means no movement.
The texture scale of any faces using a water texture with a flow map appear to have a direct correlation on the flow map. The fewer water faces or planes you use the easier the process of authoring a custom flow map will be (selecting all of your water faces and using 'treat as one' when using the fit scaling may also be an option)
- There are now tools to assist in painting flowmaps.
- Flow field editor from algoholic.eu : http://algoholic.eu/another-flow-field-editor-update/
- Flowmap generator (paid): http://www.superpositiongames.com/products/flowmap-generator
- Creating flowmaps using Houdini (UDK) : https://www.dropbox.com/s/ii2x077vj64lyhl/Water%20Flow%20For%20UDK.pdf
Other
%compilewater
$surfaceprop
%tooltexture
WaterLOD proxy
- This connects the water_lod_control entity in a level to the water’s internal parameters. This must be declared in the material for the LOD mechanisms to work properly.
See also
- Adding Water (in Hammer)
- Creating a Waterfall Material
- Making a wall of water
- True reflections under CSS (French)