Water (shader): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(added bug to reflectskyboxonly)
No edit summary
Line 126: Line 126:
{{MatParam|$flow_uvscrolldistance|float|How far along the flow map the normal map should be distorted. Higher values lead to more distortion.|since={{l4d2}}|also={{Xe}}}}
{{MatParam|$flow_uvscrolldistance|float|How far along the flow map the normal map should be distorted. Higher values lead to more distortion.|since={{l4d2}}|also={{Xe}}}}
{{MatParam|$flow_timeintervalinseconds|float|Time needed for the normal map to cross the <code>$flow_uvscrolldistance</code>.|since={{l4d2}}|also={{Xe}}}}
{{MatParam|$flow_timeintervalinseconds|float|Time needed for the normal map to cross the <code>$flow_uvscrolldistance</code>.|since={{l4d2}}|also={{Xe}}}}
{{MatParam|$flow_timescale|float|Modifies flow speed without affecting the amount of distortion.|since={{l4d2}}{{also|{{Xe}}}}}}
{{MatParam|$flow_timescale|float|Modifies flow speed without affecting the amount of distortion.|since={{l4d2}}}}
{{MatParam|$flow_bumpstrength|normal|How rough the surface of the water is.|since={{l4d2}}|also={{Xe}}}}
{{MatParam|$flow_bumpstrength|normal|How rough the surface of the water is.|since={{l4d2}}|also={{Xe}}}}
{{MatParam|$flow_noise_texture|texture|A treatment texture used to break up repetition of the normal map.|since={{l4d2}}|also={{Xe}}}}
{{MatParam|$flow_noise_texture|texture|A treatment texture used to break up repetition of the normal map.|since={{l4d2}}|also={{Xe}}}}
{{MatParam|$flow_noise_scale|float|How many times to fit the noise texture into the normal map. Typically around 0.01.|since={{l4d2}}|also={{Xe}}}}
{{MatParam|$flow_noise_scale|float|How many times to fit the noise texture into the normal map. Typically around 0.01.|since={{l4d2}}|also={{Xe}}}}
{{MatParam|$flow_debug|bool|Replaces the water surface with a literal rendering of the flow map. {{bug|Although the flow map will show up in Hammer, it may not be in the correct place! Don't rely on Hammer's view for alignment.}}|since={{l4d2}}|also={{Xe}}}}
{{MatParam|$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}}|also={{Xe}}}}
{{todo|Add {{bms|4}} parameters.}}


==== 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.
{{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>$basetexture</code> is controlled by the alpha channel of the flow map.}}|since={{as}}}}
: {{Note|From {{portal2}} onwards, the opacity of the <code>$basetexture</code> is controlled by the alpha channel of the flow map.}}||since={{as}}|also={{Xe}}}}
{{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_uvscale|float|The number of world units covered by the base texture before it repeats. Typically in the 100s.|since={{as}}|also={{Xe}}}}
{{MatParam|$color_flow_timescale|float|Modifies flow speed without affecting the amount of distortion.|since={{as}}}}
{{MatParam|$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|$color_flow_timeintervalinseconds|float|Time needed for the base texture to cross the <code>$color_flow_uvscrolldistance</code>.|since={{as}}|also={{Xe}}}}
{{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_uvscrolldistance|float|How far along the flow map the base texture should be distorted. Higher values lead to more distortion.|since={{as}}|also={{Xe}}}}
{{MatParam|$color_flow_lerpexp|float|How sharp the transition should be between repeats, should be 1.
{{MatParam|$color_flow_lerpexp|float|How sharp the transition should be between repeats, should be 1.
: {{todo|Better explanation}}|since={{as}}}}
: {{todo|Better explanation}}|since={{as}}|also={{Xe}}}}
{{MatParam|$color_flow_displacebynormalstrength|float|How much the normal map affects the base texture. Uses extremely low values, usually 0.01 or less.|since={{portal2}}}}
{{MatParam|$color_flow_displacebynormalstrength|float|How much the normal map affects the base texture. Uses extremely low values, usually 0.01 or less.|since={{portal2}}|also={{Xe}}}}
==== Authoring a flow map ====
==== Authoring a flow map ====



Revision as of 10:10, 1 June 2024

English (en)Français (fr)中文 (zh)Translate (Translate)
Water reflecting entities in real-time in Episode Two.

It creates water that realistically reflects and refracts the world, and that can flow throughout a map.

Tip.pngTip:Water does not need to use the Water shader! If a less realistic effect is desired, or the water volume is oddly shaped, other shaders can be used, such as LightmappedGeneric or Refract. The method for creating the materials is the same.

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

$basetexture

$abovewater $bottommaterial $underwateroverlay $bumpmap $normalmap $dudvframe $bumpframe $bumptransform $scale $flashlighttint $waterdepth $depth_feather

Fog

$fogenable $fogcolor

$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

Size/angle of $scroll1 and $scroll2

Flowing water

$scroll1 "[<normal X> <normal Y>]" (in all games since Source 2006)
$scroll2 "[<normal X> <normal Y>]" (in all games since Source 2006)
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

A flow map texture.
The flow map texture in-engine, shown with $flow_debug 1.
The result in-engine.

$flowmap $flow_normaluvscale $flow_worlduvscale $flow_uvscrolldistance $flow_timeintervalinseconds $flow_timescale $flow_bumpstrength $flow_noise_texture $flow_noise_scale $flow_debug

Todo: Add Black Mesa Black Mesa parameters.

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

Directions of water flow depend on the red and green channels of the 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)

Red channel
X axis
Green channel
Y axis
Alpha channel
Controls $basetexture blending from Portal 2 onwards.
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