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In the States tab, you can set rendering passes and available options. Enabling some states activates additional textures and parameters in the Textures and Parameters tabs respectively.
The Deferred Buffers state specifies if deferred buffers of the material should be filled.
|FieldSpacer Interaction||Enables the effect of FieldSpacer object on the Water Mesh object.|
|Planar Reflection||If enabled, this state allows using planar reflections on the water surface instead of SSR.
Enabling the option activates a set of Planar Reflection states and Planar Reflection parameters.
Post processing options activate post processing effects for the material.
- DOF — enables the depth of field effect.
- Motion blur — enables the motion blur effect.
This set of states is enabled by toggling on the Planar Reflection option.
|Foam||This texture specifies foam on water. The engine samples the foam texture twice to create plausibility of the real world foam behavior.
The texture is 3-channeled:
Unigine Engine expects a normal map in DirectX format. If your normal map is in OpenGL format, tick Invert G Channel in the import menu. As a general rule, if the lighting seems weird, try inverting the G Channel and see if it gets better.
|Depth LUT||LUT texture that shows the color of the bottom. Depending on the depth, the engine chooses the color of the water and multiplies it by the depth LUT texture. This generated LUT shows how deep the photon goes through water until completely scattered.
The texture is 4-channeled:
|Caustic||The 3D Caustic texture determines the pattern of light rays refracted by the water surface.
The texture is 1-channeled:
The Waves Radius parameter sets the radius of waves on the water surface.
Waves for the water_mesh material are created by using the Normal Detail map. The engine performs sampling from the map and creates ripples using several detail layers.
There are two base detail layers (Detail 0 and 1), additional ripples (Detail 2-4) are enabled by toggling on the Additional Details parameter.
Each detail layer has the following parameters:
|Detail UV Transform||This parameter specifies the transformation of the detail map sampling.
The first two values are the scale texture coordinates along the X and Y axes. The third and forth specify the wind force and direction for the U and V axes.
|Detail Intensity||This parameter sets the intensity of the sample of the detail normal map.|
Subsurface Scattering Parameters#
The Underwater parameters adjust the underwater part of the water_mesh_base material.
The final color of underwater is calculated using the following formula:
FinalColor = FogColor * SunLighting^(1/FogSunLighting) + FogColor * EnvLighting^(1/FogEnvLighting)
FogColor, FogSunLighting, and FogEnvLighting are specified in the material. The other parameters (Sun and Environment lighting) are calculated according to the sun lighting and environment lighting of the scene. In fact, this formula defines how the sun and the environment lights affect the final underwater color.
|Fog Lighting Depth||The distance from the water surface, in units, up to which the light affects the underwater color.|
|Lighting Offset||Height offset for lighting.|
|Fog Environment Lighting||Degree of impact of the environment lighting on the final underwater color.|
|Fog Sun Lighting||Degree of impact of the sun lighting on the final underwater color.|
|Shafts Intensity||Intensity of the underwater sun shafts.|
This group of parameters contains Planar Reflection Parameters.
|Material Mask||The material bit mask. The decal can be projected onto the water surface only if the material mask of the decal material matches this mask.|
|Reflection Occlusion Slope||Slope of negative normals of the water surface, at which occlusion is performed for wave reflections.|
|Diffuse Distortion||Distortion of decals projected onto water.|
|Soft Intersection||Soft intersection of water with the shoreline and surfaces of objects.|
|Animation Speed||Movement speed of the light patterns.|
|Brightness||Brightness of the light shapes.|