Waterfall Shader

Overview

The Waterall Shader is a relatively simple shader, but offers specific layer/tiling/speed settings which allows you to create a more layered visual effect for your waterfall.

Shader Params

  • Specular color, Glossiness, and Glow are not supported. Emissive color is supported.

Parameter

Description

Shader Gen Requirement

Alpha blend multiplier

Multiplier amount for alpha blending.

Default

Foam deform

Multiplier for deforming the foam texture, based on the bumpmap texture.

Foam

Foam multiplier

Multiplier amount for foam texture.

Foam

Fresnel bias

See Illum Shader for more information.

Default

Layer0 bump scale

Scale the bump map texture for the first layer.

Default

Layer0 speed

Control the texture rolling speed for the first layer.

Default

Layer0 tiling

Set the texture tiling amount for the first layer.

Default

Layer1 bump scale

Scale the bump map texture for the second layer.

Default

Layer1 speed

Control the texture rolling speed for the second layer.

Default

Layer1 tiling

Set the texture tiling amount for the second layer.

Default

Reflect amount

Control the reflection amount which comes from the environment map.

Environment map

Refraction bump scale

Scale the refraction effect inherited by the bump map texture.

Default

Sun multiplier

Sun shading

Shader Generation Params

Parameter

Description

Environment map

Use environment map as separate texture.

Sun shading

Activate for water sunshading - for outdoors.

Foam

Enables foam rendering. Uses diffuse texture.

Examples

Below you'll find some examples of different effects which can be achieved with the Waterfall Shader.

Base ObjectBase Object with BumpMap
Layer1 tiling = 10Layer1 tiling = 10 / Layer0 tiling = 0.25
"Foam" texture in Diffuse slot / Foam Deform = 0.25Foam Deform = 0
These following screens have tiling on the second layer set to 0 (basically disabling the layer) to better see changes.
Bump scale = 0Bump scale = 4
Refraction bump scale = 0Refraction bump scale = 0.025 (note fence post behind object)
Sun Shading On
(TOD settings will vary result)
Sun Shading + Environment MapSun Shading + Environment Map
Reflection Amount 0