Liquid materials: Difference between revisions

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(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

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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.

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.