"WaterColorTexturePath" = "gfx/map/water/watercolor_rgb_waterspec_a.dds" "AmbientNormalTexturePath" = "gfx/map/water/ambient_normal.dds" "FlowMapTexturePath" = "gfx/map/water/flowmap.dds" "FlowNormalTexturePath" = "gfx/map/water/flow_normal.dds" "CubeMapTexturePath" = "gfx/map/environment/cape_hill_8k_cube_specular.dds" "FoamTexturePath" = "gfx/map/water/foam.dds" "FoamRampTexturePath" = "gfx/map/water/foam_ramp.dds" "FoamMapTexturePath" = "gfx/map/water/foam_map.dds" "FoamNoiseTexturePath" = "gfx/map/water/foam_noise.dds" "WaterColorShallow" = hsv { 0.600 0.3 0.134375 } # Most visible at low angle. "WaterColorDeep" = hsv { 0.55 0.2 0.022031 } # Most visible at high angle, when looking from above "WaterColorMapTint" = hsv { 0.0 0.0 0.0 } # Color faded in the more you zoom out. "WaterColorMapTintAlpha" = 1 # How much affect color map tint has. "WaterColorMapTintStartHeight" = 0.000000 # At what camera height the tinting starts "WaterColorMapTintEndHeight" = 10000.000000 # At what camera height the tinting is full "WaterDiffuseMultiplier" = 0 # How much effect the color map has water color. "WaterCubemapIntensity" = 0.5 # Amount of reflection from the sky "WaterGlossBase" = 1.15 # Not to high, then it causes bloom spikes. "WaterGlossScale" = 0.1 "WaterZoomedOutGlossScaleOffset" = 0.1 # How much gloss base you have when you zoom out. "WaterSpecular" = 1 # Specular intensity "WaterSpecularFactor" = 0.01 # ? "WaterFoamScale" = 0.3 # Size of foam, lower value is bigger in size "WaterFoamDistortFactor" = 0.1 # How much the foam should be distorted "WaterFoamShoreMaskDepth" = 0.0 # Foam fade on beaches low = no cut of. 1.0 very smooth cut of. "WaterFoamShoreMaskSharpness" = 1 "WaterFoamNoiseScale" = 0.005 # Scale of the mask which generates some randomness to where foam appears. "WaterFoamNoiseSpeed" = 0.025 # The speed of the noise moving over the map "WaterFoamStrength" = 0.6 "WaterZoomedInHeight" = 100.000000 # ? "WaterZoomedOutHeight" = 750.00000 # ? "WaterFresnelBias" = 0.01 # "WaterZoomedOutFresnelBiasOffset" = 0.1500000 # Amount of reflection when zoomed out "WaterFresnelPow" = 4.300000 "WaterZoomedOutFresnelPowOffset" = -2 "WaterReflectionFlatten" = 3 # Reflection blurryness. The higher it is, the more the eflections "ignore" normals more to be less distorted the higher the value is. "WaterRefractionShoreMaskDepth" = 3 # Distance from shore which does not get refraction "WaterRefractionShoreMaskSharpness" = 1.000000 # Sharpness of refraction mask "WaterRefractionFadeStart" = 100.000000 "WaterRefractionFadeEnd" = 500.000000 # Camera height where refraction ends "WaterRefractionScale" = 500 # Refraction amount @wave_flatness = 1.5 # How much to remove the waves # Settings for the 3 layers of ambient normals "WaterWave1.Scale" = { 10.000000 10.0000000 } # Size / tiling for normal map "WaterWave1.Rotation" = -0.350000 # Direction "WaterWave1.Speed" = 0.010000 # Movement speed "WaterWave1.NormalFlatten" = @wave_flatness # Strength "WaterWave2.Scale" = { 2 1 } "WaterWave2.Rotation" = -1.600000 "WaterWave2.Speed" = 0.016000 "WaterWave2.NormalFlatten" = @wave_flatness "WaterWave3.Scale" = { 0.200000 0.100000 } "WaterWave3.Rotation" = 1.725075 "WaterWave3.Speed" = 0.005 "WaterWave3.NormalFlatten" = @wave_flatness "WaterFlowSpeed" = 0.005 # Water movement speed "WaterZoomedOutFlowSpeedOffset" = 0.03 # Water movement speed when zoomed out "WaterFlowNormalScale" = 0.025000 # Water scale "WaterFlowNormalFlatten" = @wave_flatness # ? "WaterFadeShoreMaskDepth" = 0.5 # Shoreline smoothness. low is jagged, high is smooth. High lowers the water. "WaterFadeShoreMaskSharpness" = 5 "WaterSeeThroughDensity" = 0.8 # How fast water becomes opaque with depth "WaterSeeThroughDensityAngleOffset" = 0 # How fast water becomes opaque with depth "WaterSeeThroughShoreMaskDepth" = 20 "WaterSeeThroughShoreMaskSharpness" = 1