WaterMaterial

Struct WaterMaterial 

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pub struct WaterMaterial {
Show 15 fields pub base_texture: Option<String>, pub above_water: bool, pub bottom_material: Option<String>, pub underwater_overlay: Option<String>, pub bump_map: Option<String>, pub normal_map: Option<String>, pub du_dv_frame: u32, pub dump_frame: u32, pub bump_transform: TextureTransform, pub flash_light_tint: f32, pub fog_enable: bool, pub fog_color: Vec3, pub fog_start: f32, pub fog_end: f32, pub light_map_water_fog: bool,
}

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§base_texture: Option<String>

Usually referred to as a “sludge-layer”, acts as a layer on top of the surface of the $AboveWater Material.

§above_water: bool

Tells this material is used for models and not brushes.

§bottom_material: Option<String>

Required parameter. This is the material (not texture) to use when underneath the water’s surface. The bottom material must have $reflecttexture, $abovewater and $envmap disabled, but can otherwise do whatever it wants.

§underwater_overlay: Option<String>

Applies a refracting screen overlay when the camera is underwater. Generally used with effects\water_warp01. Requires $abovewater to be 0.

§bump_map: Option<String>

Specifies a texture that will provide three-dimensional lighting information for a material for DX8.

§normal_map: Option<String>

A Du/dv map for DirectX 8 rendering ($bumpmap), and a bump map for DirectX 9 and above ($normalmap).

§du_dv_frame: u32§dump_frame: u32

Frame to start the animated du/dv map and bump map on, respectively

§bump_transform: TextureTransform

Transforms the bump map texture.

§flash_light_tint: f32

Tints the results of projected textures on the water. The flashlight mainly affects the brigthness of the fog in the water.

§fog_enable: bool

Enable volumetric fog for the water.

§fog_color: Vec3

Color of the water’s volumetric fog. Generally this value should match the color used in the bottom material.

§fog_start: f32

Distance in units/inches from the eye at which water fog starts.

§fog_end: f32

Distance in units/inches from the eye at which water fog ends.

§light_map_water_fog: bool

Enable volumetric fog for the water.

Trait Implementations§

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impl Clone for WaterMaterial

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fn clone(&self) -> WaterMaterial

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for WaterMaterial

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for WaterMaterial

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for WaterMaterial

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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fn borrow_mut(&mut self) -> &mut T

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn into(self) -> U

Calls U::from(self).

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type Owned = T

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type Error = Infallible

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Performs the conversion.
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type Error = <U as TryFrom<T>>::Error

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