Skip to content

A demo for creating simple water using a flow map strategy and the Xenko game engine.

License

Notifications You must be signed in to change notification settings

TomGroner/XenkoFlowingWater

Repository files navigation

XenkoFlowingWater

This sample shows a simple way to general moving water by using a scrolling flow map along with scrolling and blended normal maps.

Screenshots

In-Editor

alt text

In-Game

alt text

Options

alt text

  • Render Group - The WaterFlowMapRenderFeature has a parameter that is setup in the GraphicsComposer for which render group(s) to include. Make sure this property is set to one that the WaterFlowMapRenderFeature is targeting.
  • Size - How large the piece of water should be, in Xenko units.
  • Texture Scale - Scales all textures on the water surface. Typically this would be the same for the Size property, unless your textures look better in a ratio better than 1:1. Play with this setting as you play with the textures.
  • Tesselation X - how many quads the water surface is divided into along the X axis.
  • Tesselation Y - how many quads the water surface is divided into along the Y axis. Note: Xenko uses Y-Up coordinates so this is actually the Z-axis in game.
  • Sun - A directional light to reflect on the water surface. NOTE: This is an unfinished feature. A hard-coded light source is reflected right now. A future update may implement this.
  • Camera Slot - The camera slot to use for renderig. The camera assigned to this slot is used to determine the viewing angle for reflections.
  • Noise Map Texture - This is a texture that is sampled to give a semi-random look to the textures at given points.
  • Sky Texture - The sky to reflect off of the water. NOTE: This texture is by far the most important texture for determining water surface color.
  • Water Floor Texture - A texture to use for rendering visually "under" the water. This texture is optional and may not make sense for water that is intended to appear deep.
  • Flow Map Texture - This texture is sampled and all other textures are sampled with an offset from that sampling.
  • Normal Map Texture1 - This texture is used to create surface reflection alterations. This is sampled and blended with Normal Map Texture 2.
  • Normal Map Texture2 - This texture is used to create surface reflection alterations. This is sampled and blended with Normal Map Texture 1.
  • Diffuse Texture1 - This texture adds a visual pattern to the surface of the water, such as foam. This is sampled and blended with Diffuse Texture2.
  • Diffuse Texture2 - This texture adds a visual pattern to the surface of the water, such as foam. This is sampled and blended with Diffuse Texture1.
  • Water Transparency - This control how much transparency the water surface has, if any.
  • Displacement Speed - If you want the water to have a basic wave-like displacement set this value > 0.0f. This value effects how fast the displacement will change. Values over 0.25f will start to look unrealistic.
  • Displacement Amplitude - If you want the water to have a basic wave-like displacement set this value > 0.0f. This value effects how high the maximum water displacement is. Values over 0.5f will start to look unrealistic.
  • Use Caustics - This will add a very simple caustic effect to the water. This will also drastically change the color of the water surface. A more robust implementation of causics could be created to give more control.

About

A demo for creating simple water using a flow map strategy and the Xenko game engine.

Topics

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages