Liquid materials: Difference between revisions
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Note: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.
SirYodaJedi (talk | contribs) (Created page with "{{wip}} {{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. == Parameters == {{MatParam|%CompileWater|bool|This is needed to make a map using the material compile properly.}} {{MatParam|%CompileSlime|bool|Can be used instea...") |
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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. |
Revision as of 12:59, 17 March 2025


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.
Parameters

Fog
Other
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.