wf_river_mat
Water material for the river that runs to the waterfall's lip. `waterfall/wf_water.procGraph` builds the still and falling water of the waterfall and assigns this material to one of its parts by name; the graph's header states that the water materials are `.material` assets so th…
wf_river_mat
Water material for the river that runs to the waterfall's lip. waterfall/wf_water.procGraph builds the
still and falling water of the waterfall and assigns this material to one of its parts by name; the
graph's header states that the water materials are .material assets so the Model receives their
blend, cull and depth-write state. The WaterfallWater Generator entity in the Procgen Effects Showcase world's fx_falls scene
runs that graph. This material goes on river_skin: a 7.2 x 13 m grid at the lip height (21.9),
centred 6.9 m on the +z side of the waterfall's z (Z0 + 6.9).
Shader: wf_pool (waterfall/shaders/wf_pool.shader). Its README: plunge-pool water with travelling ripples,
churn turbulence, two-phase radial foam flow, depth-driven shore and rock foam, fresnel sky
reflection and sun glitter, and a refracted bed. It reads the scene depth already drawn under the
surface to choose between a lighter and a darker water colour and to put foam where the water meets
the bed and rocks; alpha runs from 0.55 to 1 with that depth term, plus foam. The river uses the
same shader as the plunge pool (wf_pool_mat) with its own values.
Render state: blend: alphaBlend, cull: none, depth_write: false.
Properties
origin_x: 0andorigin_z: 42: world x and z the shader measures positions from. 42 is theZ0constantwaterfall/wf_water.procGraphplaces the waterfall at.impact_x: 0andimpact_z: 60: the point, relative to the origin, that the churn is centred on and the foam flows away from. The river grid spans z 0.4 to 13.4 relative to the origin, so this point lies upstream of it, and the foam flow moves toward the lip.churn_radius: 3: size of the churned zone around that point, as the falloffexp(-(d / churn_radius)^2).foam: 0.55: blend weight of the foam over the water colour (default 1.0).
Scoped to this part · feeds back into the world's score.