Quote: "All Credit to Corno_1 for the water slider feature"
Sliders are nice - don't forget Preben did the water shader that the sliders use
If you want to change/experiment now:
Open up water_basic.fx and change these value to suit:
// PE: new water settings.
// At some point we might move this to settings.fx to make it more easy.
// NOTE: Make a backup of this file before editing settings, just in case :)
// Only one of the WaterCol lines should be active.
// You can change the color in format RGB, divide by 256, so Color value 128 = "128.0/256.0"
float2 nWaterScale = { 155.0f , 155.0f}; // PE: wave size higher = smaller waves default 155.0,155.0
float distortion = 0.0055f; // PE: water distortion reflection default 0.0055f
float distortion2 = 0.030f; // PE: water distortion waves default 0.030f
float3 WaterCol = { 158.0/256.0 ,168.0/256.0 , 198.0/256.0 }; // PE: more neutral water
// float3 WaterCol = { 112.0/256.0 ,169.0/256.0 , 185.0/256.0 }; // PE: Default blue water
// float3 WaterCol = { 74.0/256.0 ,218.0/256.0 , 156.0/256.0 }; // PE: Green water
// float3 WaterCol = { 220.0/256.0 ,0.0/256.0 , 0.0/256.0 }; // PE: red water
float3 WaterSparkleCol = { 290.0/256.0 ,290.0/256.0 , 290.0/256.0 }; // PE: Higher sparkles skine more.
float WaterTransparancy = 0.75f; // PE: Water transparancy lower more transparant, default 0.75
float WaterReflection = 0.50f; // PE: Reflection higher = more reflection , default 0.5
float WaterSpeed1 = 35.0f; // PE: Speed 1 lower = faster default 30.0f
float WaterSpeed2 = 70.0f; // PE: Speed 2 lower = faster default 70.0f
float genericwaveIntensity = 0.75; // PE: Generic wave , default 0.75 , values 0.0-1.0
float2 flowdirection = {1,1}; // PE: Direction water flow. you can also use minus values.
#define USEREFLECTIONSPARKLE // PE: Use reflection colors in sparkle.
float reflectionSparkleIntensity = 1.90; // PE: Sparkle Intensity , higher = more bright
// ###
// Dont touch anything below this line.
// ###
Try the colors Preben has preset as a start to see how it works - float3 WaterCol = { 158.0/256.0 ,168.0/256.0 , 198.0/256.0 }; - the numbers before the / 256.0 are the respective values of RGB
Delete water_basic
.blob (not .fx) and restart GG to see the changes.
Cheers.