This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Field Shoreline

A Field Shoreline is an object, specifying global water areas where swash zone should be located. Field Shoreline helps to create swashes near the shores and applies the wetness effect on objects near the shoreline.

Notice
A field shoreline object affects water only if the FieldShoreline interaction option is enabled on the States tab of the water_global_base material.

Swash zone created by using FieldShoreline object.
Notice
The maximum number of FieldShorelines rendered per frame/bit mask is limited to:
  • 113 (DirectX)

See also#

Adding Field Shoreline#

To add a shoreline field in the world via UnigineEditor, do the following:

  1. On the Menu bar, choose Create -> Water -> Field Shoreline.

  2. Place the Field Shoreline in the world so that it intersects Global Water object.
    Notice
    Make sure that the FieldShoreline Interaction option is enabled for water_global_base material.
  3. Go to the Node tab of the Parameters window, set up necessary parameters and grab the shoreline texture.
Notice
After adding a FieldShoreline object to the scene, you can't see any changes of the global water object because FieldShoreline object doesn't have any default texture.

Setting Up Field Shoreline#

In the Field Shoreline section (Parameters window -> Node tab), the following parameters of the shoreline field can be adjusted:

Setting Bit Masks#

Field Mask A field mask. A bit mask that specifies an area of the shoreline field to be applied to water. The shoreline field will be applied to water only if they have matching masks.
Viewport Mask A viewport mask. A bit mask for rendering the shoreline field into the current viewport. For the shoreline field to be rendered into the viewport, its mask should match the camera viewport mask.

Setting Shoreline Parameters#

Size Size of the shoreline field along the axes in units. A large FieldShoreline object provides less detailed swash zones.
Texture Shoreline texture. Grab the texture to fill that field.

Grabber Parameters#

Distance Padding distance (from shore to the beginning of swash).
Blur Blur coefficient (make shoreline smoother).
Resolution Grabbing texture resolution.
Grab texture Grabbing texture button.
Last update: 2024-08-16
Build: ()