Liquid materials: Difference between revisions

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{{LanguageBar|title = Water (shader)}}
{{LanguageBar|title = Water (shader)}}
[[Water]] does not ''need'' to use the {{mono|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.
[[Water]] does not ''need'' to use the {{mono|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. Liquids using using any shader other than Water will always be considered cheap.


== Parameters ==
== Parameters ==


{{MatParam|%CompileWater|bool|This is needed to make a map using the material compile properly.}}
{{MatParam|%CompileWater|bool|This is needed to make a map using the material compile properly.}}
{{MatParam|%CompileSlime|bool|Can be used instead of %CompileWater to get different particles.  
{{MatParam|%CompileSlime|bool|Can be used instead of %CompileWater to get different particles. Planar reflections don't work with this, due to not applying [[Surface flags|SURF_WARP]].}}
{{important|Planar reflections doesn't work with this.}}
}}


{{MatParam|$abovewater|bool|Whether this material is used for above or below the water’s surface.<br>
{{MatParam|$abovewater|bool|Whether this material is used for above or below the water’s surface.<br>

Revision as of 13:06, 17 March 2025

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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. Liquids using using any shader other than Water will always be considered cheap.

Parameters

%CompileWater %CompileSlime

$abovewater $bottommaterial

Note.pngNote:If the above water material does not have reflections, refractions, or $underwateroverlay: $abovewater can be omitted, $nocull can be used, and $bottommaterial can be set to the same material as the abovewater material.

$underwateroverlay

Fog

$fogenable $fogcolor

$fogstart $fogend

Other

$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.