The Waterall Shader is a relatively simple shader, but offers specific layer/tiling/speed settings which allows you to create a more layered visual effect for your waterfall.
Shader Gen Requirement
Alpha blend multiplier
Multiplier amount for alpha blending.
Multiplier for deforming the foam texture, based on the bumpmap texture.
Multiplier amount for foam texture.
See Illum Shader for more information.
Layer0 bump scale
Scale the bump map texture for the first layer.
Control the texture rolling speed for the first layer.
Set the texture tiling amount for the first layer.
Layer1 bump scale
Scale the bump map texture for the second layer.
Control the texture rolling speed for the second layer.
Set the texture tiling amount for the second layer.
Control the reflection amount which comes from the environment map.
Refraction bump scale
Scale the refraction effect inherited by the bump map texture.
Use environment map as separate texture.
Activate for water sunshading - for outdoors.
Enables foam rendering. Uses diffuse texture.
Below you'll find some examples of different effects which can be achieved with the Waterfall Shader.
|Base Object||Base Object with BumpMap|
|Layer1 tiling = 10||Layer1 tiling = 10 / Layer0 tiling = 0.25|
|"Foam" texture in Diffuse slot / Foam Deform = 0.25||Foam Deform = 0|
|These following screens have tiling on the second layer set to 0 (basically disabling the layer) to better see changes.|
|Bump scale = 0||Bump scale = 4|
|Refraction bump scale = 0||Refraction bump scale = 0.025 (note fence post behind object)|
|Sun Shading On |
(TOD settings will vary result)
|Sun Shading + Environment Map||Sun Shading + Environment Map |
Reflection Amount 0