Water (shader): Difference between revisions

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m ($flowmap is used in the VortWarp shader and so is not limited to the water shader, thus it needs it's own page)
m (Changed my old wording)
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=== Textures ===
=== Textures ===


{{tip|There is no <code>[[$basetexture]]</code> before Portal 2, The surface is a combination of fog colour, animated bump map, and reflection.}}
{{tip|There is no <code>[[$basetexture]]</code>, The surface is a combination of fog colour, animated bump map, reflection and refraction.}}


; <code>$abovewater <[[bool]]></code>
; <code>$abovewater <[[bool]]></code>

Revision as of 01:41, 18 May 2016

Real-time reflection of entities in Episode Two.

Water is one of the Source engine's most complex shaders. It creates animated, real-time reflective & refractive, fogged, normal-mapped, and flowing water.

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.
Template:Flow
Water can flow in arbitrary directions. It's very tricky to create a flow map by hand however, and the tool Valve use internally is unreleased.

Shader parameters

Textures

Tip.pngTip:There is no $basetexture, The surface is a combination of fog colour, animated bump map, reflection and refraction.
$abovewater <bool>
Whether this material is used for above or below the water’s surface.
$bottommaterial <material>
Required field. This is the material (not texture) to use when underneath the water’s surface. The bottom material must have $reflecttexture and $abovewater disabled, but can otherwise do whatever it wants.
Template:EP2 add
Applies a screen overlay when the camera is underwater. Generally used with effects\water_warp01. Requires $abovewater to be 0.
$bumpmap <texture>
$normalmap <texture>
A Du/dv map for DirectX 8 rendering ($bumpmap), and a bump map for DirectX 9 and above ($normalmap). These should be animated unless the water is to be perfectly still.
Note.pngNote:The $normalmap command is unique to the Water shader, and uses a normal map. A du/dv map is used for $bumpmap when using the Water shader. The $dudvmap command is obsolete.
Tip.pngTip:Use $bumptransform with the TextureScroll proxy to move the normal map.
$dudvframe <int>
$bumpframe <int>
Frame to start the animated du/dv map and bump map on, respectively. Somewhat confusingly, $bumpframe affects $normalmap, which should be pointing to a bump map.

Fog

$fogcolor <RGB matrix>
This is the color of the water’s volumetric fog. Generally this value should match the color used in the bottom material.
Template:L4d2 add
Allows the fog to receive lightmaps, so that static objects can cast shadows onto the water. Must be enabled when the map is compiled.
$fogenable <bool>
Enable volumetric fog for the water.
$fogend <float>
This is the distance in inches from the eye at which water fog ends.
$fogstart <float>
This is the distance in inches from the eye at which water fog starts.
Warning.pngWarning:Must be 0 for edge fading to work properly.

Reflection/Refraction

$envmap <env_cubemap / texture>
Provides reflections for cheap water. See $envmap
$forcecheap <bool>
Make this water cheap regardless of the water_lod_control entity's or user's settings. This will disable real-time reflection and instead use $envmap. Refraction is assumed to be opaquely the water fog color.
$forceexpensive <bool>
This forces the water to render itself as expensive, regardless of the map's water_lod_control or the user's settings.
Template:P2 add
Makes this water reflect the skybox material in addition to other reflections.
$reflectamount <float>
This is the amount of warp for the reflection. Higher values produce more visible reflections.
$reflectentities <bool>
Make the water reflect entities. By default, no entities are reflected.
$reflecttexture <texture>
Texture to use for reflection. For real-time reflections, use _rt_WaterReflection.
Tip.pngTip:Specify $refracttexture without $reflecttexture to get real-time refraction on $envmap reflections.
$reflecttint <RGB matrix>
This is the color tint for the real-time reflection and environment map.
$refractamount <float>
This is the amount of warp for the refraction. Higher values produce more warping.
$refracttexture <texture>
Texture to use for refraction. For real-time refractions, use _rt_WaterRefraction.
Tip.pngTip:Specify $refracttexture without $reflecttexture to get real-time refraction on $envmap reflections.
$refracttint <RGB matrix>
This is the color of the refraction.
Warning.pngWarning:It is recommended that you set this to white or something close to white so that edge transitions work properly on DX9.

Flowing water

Size/angle of $scroll1 and $scroll2
Template:EP2 add
Template:EP2 add
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

Template:MatVar Template:MatVar Template:MatVar Template:MatVar Template:MatVar Template:MatVar Template:MatVar Template:MatVar Template:MatVar Template:MatVar

Basetexture Flow

Template:P2 add
Used to create the floating debris and sludge inside test chambers.

Template:MatVar Template:MatVar Template:MatVar Template:MatVar

Todo: Better explanation

Template:MatVar

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 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)

Red channel
X axis
Green channel
Y axis
Alpha channel
In Portal 2, Controls basetexture blend (water/sludge)


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 <bool>
This is needed to make a map using the material compile properly.
$surfaceprop water
Tells the physics system that the surface is water. See $surfaceprop.
%tooltexture <texture>
Defines the texture Hammer will display in the material browser.
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