specular_lightness | :: Color | |
foam_color | :: Color | |
foam_color_multiplier | :: float | |
tick_scale | :: float | |
animation_speed | :: float | |
animation_scale | :: float or {float, float} | |
dark_threshold | :: float or {float, float} | |
reflection_threshold | :: float or {float, float} | |
specular_threshold | :: float or {float, float} | |
textures | :: array[EffectTexture] | Texture size must be 512x512. [...] |
Texture size must be 512x512. [...] | ||
near_zoom optional | :: float | |
far_zoom optional | :: float | |
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). [...] | ||
shader_variation optional | :: EffectVariation | |
texture_variations_rows optional | :: uint8 | |
texture_variations_columns optional | :: uint8 | |
secondary_texture_variations_rows optional | :: uint8 | |
secondary_texture_variations_columns optional | :: uint8 |
animation_scale | :: float or {float, float} | |
animation_speed | :: float | |
dark_threshold | :: float or {float, float} | |
foam_color | :: Color | |
foam_color_multiplier | :: float | |
reflection_threshold | :: float or {float, float} | |
specular_lightness | :: Color | |
specular_threshold | :: float or {float, float} | |
textures | :: array[EffectTexture] | Texture size must be 512x512. [...] |
Texture size must be 512x512. [...] | ||
tick_scale | :: float | |
far_zoom optional | :: float | |
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). [...] | ||
near_zoom optional | :: float | |
secondary_texture_variations_columns optional | :: uint8 | |
secondary_texture_variations_rows optional | :: uint8 | |
shader_variation optional | :: EffectVariation | |
texture_variations_columns optional | :: uint8 | |
texture_variations_rows optional | :: uint8 |
Texture size must be 512x512. Shader variant "water"
must have 1 texture, "lava"
and "wetland-water"
must have 2 textures and "oil"
must have 4 textures.
Default: 2.0
Default: 0.5
Default: 1
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). Light emitted by water-like-tile (for example lava) will blend additively with previously rendered light. Value 1 makes water occlude lights, but won't be recognized as water in water mask used for masking decals by water.
Default: "water"
Default: 1
Default: 1
Default: 1
Default: 1