wf_pool_mat
Water material for the plunge pool at the foot of the waterfall. `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…
wf_pool_mat
Water material for the plunge pool at the foot of the waterfall. 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 pool_skin: a 21 x 18.5 m grid at height -0.35,
centred 4.4 m on the -z side of the waterfall's z (Z0 - 4.4).
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.
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: -3.5: the plunge point, relative to the origin (default impact_z -3.4). The water churns around it and the foam flows outward from it.churn_radius: 3.7: size of the churned zone around the plunge point, as the falloffexp(-(d / churn_radius)^2)(default 3.6).foam: 1: blend weight of the foam over the water colour (default 1.0).
Scoped to this part · feeds back into the world's score.