N3OW/gfx/map/water/water.settings

80 lines
4 KiB
Text

"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