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