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o3de/Assets/Engine/Shaders/WaterVolume.ext

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////////////////////////////////////////////////////////////////////////////
//
// All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
// its licensors.
//
// For complete copyright and license terms please see the LICENSE at the root of this
// distribution (the "License"). All use of this software is governed by the License,
// or, if provided, by the license below or the license accompanying this file. Do not
// remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
//
// Original file Copyright Crytek GMBH or its affiliates, used under license.
//
// Description: Water extension used by the editor
// for automatic shader generation (based on "Water" shader template)
//
////////////////////////////////////////////////////////////////////////////
Version (1.00)
Property
{
Name = %SSREFL
Mask = 0x1
Property (Realtime Reflection)
Description (Approximate realtime reflections)
}
Property
{
Name = %FLOW
Mask = 0x2
Property (Water flow)
Description (Enable water to flow along geometry uvs)
}
Property
{
Name = %FLOW_MAP
Mask = 0x4
Property (Water flow map)
Description (Enable water flow along a flow map)
}
Property
{
Name = %FLOW_MAP_STRENGTH
Mask = 0x100
Property (Water flow map strength)
Description (Enable additional water flow strength controls - requires blue channel for strength)
}
Property
{
Name = %SUN_SPECULAR
Mask = 0x8
Property (Sun specular)
Description (Activate for water sunshine)
}
Property
{
Name = %SPECULAR_MAP
Mask = 0x10
Property (Specular map)
Description (Use specular map as separate texture)
DependencySet = $TEX_Specular
DependencyReset = $TEX_Specular
Hidden
}
Property
{
Name = %DEBUG_FLOW_MAP
Mask = 0x20
Property (Debug flow map)
Description (Enable visualizing flow map)
}
Property
{
Name = %FOAM
Mask = 0x40
Property (Foam)
Description (Enables foam)
}
Property
{
Name = %DECAL_MAP
Mask = 0x80
Property (Decal map)
Description (Use tiling decal map as separate texture)
DependencySet = $TEX_Custom
DependencyReset = $TEX_Custom
Hidden
}
Property
{
Name = %WATER_TESSELLATION_DX11
Mask = 0x80000000
DependencySet = $HW_WaterTessellation
DependencyReset = $HW_WaterTessellation
Hidden
}