Shader: Mesh Trail
About
This stylized water shader has been created in Unreal Engine.It works based on distance field maps and can easily be tweaked to save performance on unwanted effects as it is a conjunction of all possible attributes a water may have in a game. The shader is interactive through exposed material parameters, which allow the developer to modify various properties.
Parameters:
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B Depth: Controls the depth where the bubbles appear to be.
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B Intensity: Controls the amount of color of the bubbles, if they are more shiny or not.
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B Tilling: Controls the size of the bubbles dots.
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Bubble Color: Allows the user to change the color of the bubbles
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Bubble Dots Tex: Allows the user to change the texture of the bubbles
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Bubbles Pattern Tex: Allows the user to change the pattern where the bubbles appear.
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Foam Min Distance: Controls the width of the foam always touching the coast
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Foam Min Subtracted: Controls the amount of irregularity of the coast foam line.
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Foam Scale Subtracted: Controls the scale of the texture subtracted to make it look irregular.
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Color 1 - 3: Controls the colors of the water from closest to deepest.
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Color Fresnel: Controls the clarity of colors in a coast far from the point of view.
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Hardness: Controls the exponential growth of clarity near the water.
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Height Translucent Start: Controls the depth from which the water starts to be clear.
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Height Translucent Gradient: Controls the width from which the water goes from being completely clear water to deep water.
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Fake Reflection Noise: Allows the user to change the pattern of the reflections in the deep water.
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FR Filter: Controls the density of the reflections
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FR Hardness: Controls the sharpness of the shown reflections
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FR Scale: Controls the scale of the FR Noise Texture.
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FR Speed: Controls the FR velocity of movement.
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Normals: Controls the strength of the normals in the water.
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Water Normal:Allows the user to change the pattern of the normals in the water.
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Opacity: Controls the level of opacity above the water
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Upside Down Opacity: Controls the level of opacity below the water
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Refraction: Controls the level of refraction.
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Gradient Proximity: Controls the gradient of the foam waves as they approach the coast.
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Speed Foam 1: Controls the velocity of movement of the first set of foam waves.
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Speed Foam 2: Controls the velocity of movement of the second set of foam waves.
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Texture: Controls the pattern of foam waves.
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Texture Scale: Controls the scale of the Texture.
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Width Foam: Controls the width of how deep the foam waves reach.
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Width Waves: Controls the width of the foam waves’ lines.