%CompileWater
Compiles the texture as a water texture.
Example:
LightmappedGeneric { $basetexture "liquids/custom_water" $bottommaterial "liquids/custom_water" %compilewater 1 $nocull 1 }
Important:When using stock VBSP, detail contents are automatically removed from %CompileWater materials. While this is necessary for shaders with real-time reflections and refractions, such as Water and Refract, this means extra visleaves will be cut if using a shader without them, such as LightmappedGeneric or UnlitTwoTexture. If this is an issue, consider tying the water to a func_water_analog.