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Waterstamp - Water Decals

DF Productions - 2019/07/02
11
4.45颗星(总分5颗星)(11个评分)
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Water Decal Materials that work with translucent Water Surfaces

  • 支持的平台
  • 支持的引擎版本
    4.21 - 4.27
  • 下载类型
    资源包
    此产品包含各种虚幻引擎资源,可以选择性导入现有的项目。

TRAILER / DEMO / EXTRA TUTORIAL

WaterStamp is a content pack that adds a large number of textures and shaders that center on adding decal-like details to water surfaces, underwater terrain and foam effects.

A major feature is our translucent mapping function that can project a texture on a translucent material – effectively allowing the use of decal-like shaders on water surfaces! This function will work on any translucent material that writes a Custom Depth.

The object that uses the mapping function can be shifted, scaled and rotated much like a standard decal actor. The only limitations being that scaling needs to be uniform and the surface and decal – horizontal (as the current focus is water surfaces).

Complex translucent effects can now be localized to small areas where needed without the need to complicate the entire water shader!


See DOCUMENTATION liked below (page 3) on how to use :)

技术细节

Features:

  • Translucent Decal Mapping Function
  • Parallax Sea Foam Translucent Decal Material
  • Parallax Shore Wave Translucent Decal Material
  • Unlit Color Overlay Translucent Decal Material
  • Water normal substitute Translucent Decal Material
  • 9 Foam/Wave Textures
  • 14 Wave Normals
  • 13 Water Masks
  • 35 Sea Floor Textures

Texture Resolutions:

  • 1024x1024
  • 137x1024
  • 2048x2048
  • 4069x2048
  • 1585x780

Number of Materials: 13

Number of Textures: 82

Supported Development Platforms: PC

Supported Target Build Platforms: PC

Documentation:

Important/Additional Notes: DOCUMENTATION

> Please note that in order to achieve perfect normal map substitution – any nodes that feed into the Color pin of a water material will have to be replicated in the Translucent Decal Material – see examples in map “Water_Normal_WL” material.

> Currently does not work correctly with ray-traced translucency use rasterized if possible


SEE DOCUMENTATION FOR MORE DETAILS

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