Files: FlatFluid.shader
Path: "CGF/Shaders/FlatLighting"
Shader menu: "CG Framework/Flat Lighting/Flat Fluid"
Description
Unity shader CG Framework/Flat Lighting/Flat Fluid.
Reference

- Fluid Type – Fluid Type properties.
- Fluid Type – Type of surface of the fluid.
- Smooth – Selects the Smooth option.
- Flat – Selects the Flat option.
- Fluid Type – Type of surface of the fluid.
- Wave Movement – Wave Movement properties.
- Wave Movement – Sine wave vertex movement.
- Wave Frequency – Frecuency of the waves.
- Wave Amplitude – Amplitude of the waves.
- Wave Direction – Direction of the wave movement.
- Wave Speed – Speed of the wave movement.
- Wave Noise Map (R) – Map for an additional height displacement of the vertex.
- Wave Noise Level – Level of the additional height displacement.
- Wave Noise Scroll – Scroll speed of the additional height displacement.
- Foam – Foam properties.
- Foam – Foam on mesh intersection.
- Foam Texture (RGB) – Texture applied on the foam area.
- Foam Texture Scroll – Scroll of the foam texture.
- Foam Texture Level – Level of the foam texture.
- Foam Texture Smooth – Smooth of the edge of the foam texture.
- Foam Texture Reverse – If enabled, reverse the foam texture color.
- Foam Texture Blending – If enabled, blend the foam texture color.
- Foam Color (RGBA) – Foam color.
- Foam Falloff – Fallof value.
- Foam Distance – Foam length.
- Foam Level – Level of the color based on the source color.
- Water Depth – Water Depth properties.
- Water Depth – Water depth effect.
- Shallow Color – Color of the shallow part of the water.
- Shallow Light – Brightness of the shallow part of the water.
- Use Base Color – If enabled, use the base color as a shallow color.
- Water Depth Falloff – Fallof value of the depth.
- Water Depth Distance – Length value of the depth.
- Refraction – Refraction effect.
- Refraction Map (RG) – Refraction Map (RG).
- Refraction Level – Refraction Level. X value is for the level of the first refraction map copy and Y is for the level of the second refraction map copy.
- Refraction Scroll – Scroll the refraction texture. XY value is for the scroll of the first refraction map copy and ZW is for the scroll of the second refraction map copy.
- Reflection – Reflection properties. See Common Features / Reflection.
- Light Colors – Light Colors by normal direction. See Common Features / Light Colors.
- Light Textures – Light Textures by normal direction. See Common Features / Light Textures.
- Alpha cutoff – Alpha cutoff.
- Front Gradient – Front color gradient. See Common Features / Front Gradient.
- Right Gradient – Right color gradient. See Common Features / Right Gradient.
- Top Gradient – Top color gradient. See Common Features / Top Gradient.
- Back Gradient – Back color gradient. See Common Features / Back Gradient.
- Left Gradient – Left color gradient. See Common Features / Left Gradient.
- Bottom Gradient – Bottom color gradient. See Common Features / Bottom Gradient.
- Gradient Steps – Shading steps of the gradient.
- Height Fog – Height Fog properties. See Common Features / Height Fog.
- Distance Fog – Distance Fog properties. See Common Features / Distance Fog.
- Light – Light properties.
- Light – Light and Ambient light.
- Light – Light and Ambient light.
- Directional Light – If enabled the color of the main directional light affect to the source mesh.
- Ambient Light – If enabled ambient light affect to the source mesh.
- UV Scroll – UV Scroll properties. See Common Features / UV Scroll.
- Stencil Options – Stencil Options properties. See Common Features / Stencil Options.
- Stencil Comparison Function – Stencil Comparison Function.
- Stencil Pass Operation – Stencil Pass Operation.
- Stencil Fail Operation – Stencil Fail Operation.
- Stencil ZFail Operation – Stencil ZFail Operation.
- Blend Mode – Blend Mode.
Use
Assign the shader from CG Framework/Flat Lighting/Flat Fluid to a material.
Configure the grouped material properties listed in Reference from the Unity material inspector.