In CRYENGINE 3.5 and beyond, the Watervolume Shader is a dedicated shader designed to be used just on Water Volume objects. In earlier versions of CRYENGINE it was part of the main Water Shader as a shader parameter.
A few notes about the Watervolume shader:
Parameter | Description | Shader Gen Requirement |
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Decal falloff | Controls the falloff amount for decal texture. | Decal texture slot use |
Decal strength | Set the strength of the decal texture. | Decal texture slot use |
Decal tiling | Tiling of the decal layer. | Decal texture slot use |
Detail normals scale | Scale the detail bump normals intensity. | Default |
Detail tiling | Set detail bump tilling. | Default |
Env projection scale | Controls the projection scale, or the tiling, of the specified environment map. | Default |
Env reflection amount | Controls the reflection amount of of the environment map. Can be offset with Specular Color. | Default |
Flow map scale | Control the scale, or tiling, of the flow map texture. | Water flow map |
Flow offset strength | Strength of flow animation offset map. | Water flow map |
Flow offset tiling | Tiling scale for flow animation offset map. | Water flow map |
Flow speed | Specify the speed of the flow effect. | Water flow |
Foam amount | Control the amount of foam placed on the water surface. | Foam |
Foam soft intersection | Controls how the foam behaves from contact areas. | Foam |
Foam tiling | Set the tiling amount of the foam texture. Foam texture is located in | Foam |
Gloss bias | Specular texture slot use | |
Gloss scale | Specular texture slot use | |
Gloss tiling | Controls the tiling amount for the Specular texture. | Specular texture slot use |
Normals scale | Controls the scale of the normals. Not to be confused with Detail normals. | Default |
Rain ripples tiling | Set the tiling amount for the rain ripples texture. | Default |
Realtime reflection amount | Control the reflection amount for the Realtime Reflection. | Default |
Soft intersection factor | Similar to the Foam soft intersection but for the base water surface. | Default |
Tiling | Changes the amount of texture map tilling on the water surface. | Default |
Vertex wave scale | Strength of vertex displaced wave animation. | Default |
Parameter | Description |
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Realtime Reflection | Approximate realtime reflections. |
Water flow | Enable water to flow along geometry UVs. |
Water flow map | Enable water flow along a flow map. |
Sun specular | Activate for water sunshine. |
Debug flow map | Enable visualizing flow map. |
Foam | Enables foam. |
The following images contain a base Watervolume material along with an environment map.
Most features are "moving" features aren't can't effectively be showcased through images but some tweaking and experiments should yield noticeable differences fairly easily.
Specular 0 | Specular 255 / Gloss 0 | Specular 255 / Gloss 128 | Specular 255 / Gloss 255 |
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Env reflection amount 2 | Env reflection amount 4 | Env projection scale 1 | Env projection scale 0 |
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Normals scale 0.1 | Normals scale 0.5 (default) | Normals scale 1 | Normals scale 4 |
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Realtime Reflection Off | Realtime Reflection On | Realtime reflection amount 2 | Realtime reflection amount 16 |
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Foam tiling 2 / Foam amount 8 | Foam Tiling 0.2 | Foam soft intersect 0.02 | Foam amount 0.25 |
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For the below example, a new material was created: GameSDK\Materials\water\watervolumes\water_algae_surface.mtl
Decal Strength 0 - High | Decal Strength 3 - High | Decal Strength 0 - Low | Decal Strength 0 - Low |
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