Water (shader): Difference between revisions
ShiroDkxtro2 (talk | contribs) m (Added information about $RefractTint being convert from Gamma to Linear on expensive water) |
ShiroDkxtro2 (talk | contribs) m (Added Caveat regarding $BaseTexture not being lightmapped when a flowmap is assigned) |
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[[File:L4d2 flowmap tex.jpg|right|200px|A flow map texture.]] [[File:L4d2 flowmap dev.jpg|right|200px|The flow map 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 flow map texture.]] [[File:L4d2 flowmap dev.jpg|right|200px|The flow map 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>$normalmap</code>. Valve generates their flowmaps with [https://www.sidefx.com/products/houdini/ Houdini]. | {{MatParam|$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].<br> | ||
{{ModernWarning|Using this parameter with $BaseTexture will make the $BaseTexture not be affected by lighting.}}|since={{l4d2}}}} | |||
{{MatParam|$flow_normaluvscale|float|The number of world units covered by the normal map before it repeats. Typically in the 100s.|since={{l4d2}}}} | {{MatParam|$flow_normaluvscale|float|The number of world units covered by the normal map before it repeats. Typically in the 100s.|since={{l4d2}}}} | ||
{{MatParam|$flow_worlduvscale|float|The number of times the flow map fits into the material. Face texture scale affects this.|since={{l4d2}}}} | {{MatParam|$flow_worlduvscale|float|The number of times the flow map fits into the material. Face texture scale affects this.|since={{l4d2}}}} | ||
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{{MatParam|$flow_noise_scale|float|How many times to fit the noise texture into the normal map. Typically around 0.01.|since={{l4d2}}}} | {{MatParam|$flow_noise_scale|float|How many times to fit the noise texture into the normal map. Typically around 0.01.|since={{l4d2}}}} | ||
{{MatParam|$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}}}} | {{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 ==== | ||
Revision as of 17:51, 29 September 2023
Water
is a Pixel shader available in all Source games. 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_cubemap entities throughout a map.- 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 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



$abovewater
$bottommaterial
$underwateroverlay
$bumpmap
$normalmap
$dudvframe
$bumpframe
$bumptransform
$scale
$flashlighttint
$waterdepth
$depth_feather
Fog
$fogstart
$fogend
$lightmapwaterfog
Reflection
$reflecttexture
$reflectamount
$reflecttint
$envmap
$envmapframe
$forceenvmap
$forcecheap
$forceexpensive
$cheapwaterstartdistance
$cheapwaterenddistance
$reflectentities
$reflectonlymarkedentities
$reflectskyboxonly
$reflect2dskybox
$reflect3dskybox
$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.)
Flow maps
$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 flow map, 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/ [dead link]
- 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 [dead link]
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)