WaterTileEffectParameters :: struct changed
| shader_variation optional | :: EffectVariation | |
| noise_texturesnew optional | :: array[EffectTexture] | Shader variants |
Shader variants | ||
| image_texturesnew optional | :: array[EffectArrayTexture] | The image is split into 512x512 slices which are used as randomly chosen variations. [...] |
The image is split into 512x512 slices which are used as randomly chosen variations. [...] | ||
| specular_lightness | :: Color | Affects specular lightness for |
Affects specular lightness for | ||
| foam_color | :: Color | Affects foam color for |
Affects foam color for | ||
| foam_color_multiplier | :: float | Multiplies the rgb values of |
Multiplies the rgb values of | ||
| tick_scale | :: float | Affects distortion speed for |
Affects distortion speed for | ||
| animation_speed | :: float | Affects distortion speed for |
Affects distortion speed for | ||
| animation_scale | :: float or {float, float} | Affects animation scale for |
Affects animation scale for | ||
| dark_threshold | :: float or {float, float} | Affects dark threshold for |
Affects dark threshold for | ||
| reflection_threshold | :: float or {float, float} | Affects reflection threshold for |
Affects reflection threshold for | ||
| specular_threshold | :: float or {float, float} | Affects specular threshold for |
Affects specular threshold for | ||
| near_zoom optional | :: float | If they are set to a tuple, the properties |
If they are set to a tuple, the properties | ||
| far_zoom optional | :: float | If they are set to a tuple, the properties |
If they are set to a tuple, the properties | ||
| lightmap_alpha | :: float | Value 0 makes water appear as water in water mask, but does not occlude lights, and doesn't overwrite lightmap alpha drawn to pixel previously (by background layer of tile transition, or underwater sprite). [...] |
Value 0 makes water appear as water in water mask, but does not occlude lights, and doesn't overwrite lightmap alpha drawn to pixel previously (by background layer of tile transition, or underwater sprite). [...] | ||


