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,
}Fields§
§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: boolTells 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: u32Frame to start the animated du/dv map and bump map on, respectively
bump_transform: TextureTransformTransforms the bump map texture.
flash_light_tint: f32Tints the results of projected textures on the water. The flashlight mainly affects the brigthness of the fog in the water.
fog_enable: boolEnable volumetric fog for the water.
fog_color: Vec3Color of the water’s volumetric fog. Generally this value should match the color used in the bottom material.
fog_start: f32Distance in units/inches from the eye at which water fog starts.
fog_end: f32Distance in units/inches from the eye at which water fog ends.
light_map_water_fog: boolEnable volumetric fog for the water.
Trait Implementations§
Source§impl Clone for WaterMaterial
impl Clone for WaterMaterial
Source§fn clone(&self) -> WaterMaterial
fn clone(&self) -> WaterMaterial
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more