;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Tunable Parameters Related to Sea ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; [MiscSeaParams] ; Texture coordinate scales for normal map levels 1 and 2 Level1ScaleU=0.1 Level1ScaleV=0.1 Level2ScaleU=0.07 Level2ScaleV=0.07 ; Time scales for normal map levels 1 and 2 Level1TimeScale=0.5 Level2TimeScale=1.3 ; Normal scales for levels 1 and 2 Level1NormalScale=0.35 Level2NormalScale=0.35 ; Water angles (in radians) for normal map levels 1 and 2 Level1WaterAngle=2.51393 Level2WaterAngle=3.26147 ; Angles (in radians) and heights for big waves BigWave1Angle=3.5 BigWave2Angle=2.5 BigWave1Height=0.1 ;;0.2 BigWave2Height=0.15 ;;0.3 ; Time and world scales for big waves BigWave1TimeScale=7.0 BigWave2TimeScale=12.0 BigWave1WorldScale=0.05 BigWave2WorldScale=0.1 ; Noise texture offset for sine wave ripples ; The noise texture itself is stored in GameData/Textures/WaterWaveNoise.dds NoiseScaleU = 0.001; NoiseScaleV = 0.001; ; Global scaling rate for normal map scrolling for waves. MinimumTimeRate is independent of the game clock. ClockTimeScale is a ; multiple of the game clock. A MinimumTimeRate of 0 will allow the wave motion to come to a complete halt when the game is paused. ; A ClockTimeScale of 0 will make the wave animation completely independent of clock time. At least one of these needs to be nonzero ; or the waves will always be frozen. Note that this is just for sea; ponds have their own value. MinimumTimeRate = 0.05; ClockTimeScale = 0.001; ; Sun vertical stretch factor ; Sun radius and falloff function can be adjusted by editing GameData/Textures/WaterSunSpecular.dds ; This variable is being used for the ponds as well... let Dan C know if this needs to be separated. SunStretchFactor = 1.5; ;; THIS NO LONGER WORKS ; MIP selection parameters: the water shader uses a the MIP level lookup of a dummy grayscale texture to determine ; the relative influence of the blurry+flat versus crisp+rippled effect. The texture used for this can be ; adjusted by changing WaterMipSampler.dds. Adjusting the tiling density will affect which mip levels get chosen, thus setting the ; beginning and endpoints for the MIP lookups. Higher numbers mean blurrier water. MipLookupScaleU = 0.015; MipLookupScaleV = 0.015; ; Defines the water depth at which murkiness completely takes over. 0 is always clear(refractively) and any depth above this ; value will be dominated by the Sea Water Color defined by the weather timeline (unless it's being reflective due to fresnel). ; Lower numbers mean murkier water. ; Note that this value gets baked into the verts at geometry generation time, and currently is not getting re-applied per-frame. WaterDepthFactor = 10.0; ; amount of difraction in the shoreline lookup RefractionDistortionScale = 3.0; ; controls blend of shoreline depths. ShoreDepthStart cannot be zero since it is used in a division operation. ShoreDepthStart = 2.0; ShoreDepthEnd = 0.0;