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AVEVA™ XR Studio

Shader LiquidLevel_Em_Bm_Rfr_Ci (Legacy)

  • Last UpdatedApr 02, 2025
  • 2 minute read

The LiquidLevel_Em_Bm_Rfr_Ci shader has the following characteristics.

LiquidLevel

LiquidLevel

Em

Environment Mapped

Bm

BumpMapped

Rfr

Refracted

Ci

Color Interpolated

Explanation

  • The reflection vector used to access the environment map is disturbed by the BumpMap.

  • The UV used to access the refraction are disturbed by the BumpMap.

  • This shader is intended to create Elux drop beads.

Colors

  • Color1 = Mixes the refraction and the environment map based on the fresnel value.

  • Color2 = Mixes Color1 and the environment map based on the brightness of the pixel taken from szWhitesCubeMap.

  • Final color = Color2 + (Vertex Color * fVertexColorMul).

Code example

This is a code example for LiquidLevel_Em_Bm_Rfr_Ci shader.

$Shader

{

szName = Vc_Em_Bm_Rfr_EluxGoccia

szCubeMap = Cube.dds

szWhitesCubeMap = _Example_CubeMapWhites.dds

fRefractionBumpiness = 0.15

fReflectionBumpiness = 0.5

fFresnelExponent = 0.75

fVertexColorMul = 0.3

fRefractionIndex = 1.333

}

Input Data

NormalMap / HeightMap

Material ® BumpMap

UV Channel 1

  • By default the texture is intended as NormalMap

  • To use a HeightMap, name the texture xxx_hm.xxx. It will be converted inside the engine into a NormalMap.

  • Dark colors indicate minimum height. Clear colors indicate greater height.

Parameters

bObjectSpace

  • Explicitly indicates whether this mesh will be exported to Object Space or World Space, regardless of export parameters.

  • If this parameter is not present, the export parameters will be used, otherwise they will be overridden by this value.

  • Default: The export parameters are used.

  • Range: True / False.

fTransparency

  • Transparency level of the mesh.

  • Default: 0.0

  • Range: [0..1] (1 = completely transparent)

bDoubleFace

  • Duplicate the faces by flipping the verse.

  • Default: False.

  • Range: True / False.

szRealTimeCubeMap / szCubeMap

  • szRealTimeCubeMap: ID of the CubeMap that will be created in real time using a $CubeMap Dummy Object.

  • szCubeMap: The name of the texture that will be loaded and used as CubeMap.

  • szRealTimeCubeMap and szCubeMap can not exist at the same time.

szWhitesCubeMap

  • szWhitesCubeMap: The name of the texture that will be loaded and used as CubeMap to detect the brightness of the pixel.

fHeightMapBumpiness

  • Bumpiness when the bump texture is a HeightMap.

  • If multiple objects share the same HeightMap, the value of fHeightMapBumpiness will be the value of the first object that will load the texture.

  • Default: 10.0

  • Range: [0..inf]

fRefractionBumpiness

  • The displacement value of the refraction. This is used when taking the pixel of refraction. Even a small value can be enough.

  • Default: 0.2

  • Range: [0..1] (1 = fully bumped)

fReflectionBumpiness

  • Amount of disturbance that the BumpMap will give to the normals of the object. This is used when taking the pixel of reflection.

  • Default: 0.5

  • Range: [0..1] (1 = fully bumped)

fFresnelExponent

  • Exponent used in the calculation of the fresnel value. It is used for power upgrading.

  • Default: 5

  • Range: [0..inf]

fColorInterpolator

  • The value for which Vertex Color will be multiplied.

  • Default: 1.0

  • Range: [0..1]

fRefractionIndex

  • Index of refraction of the material.

  • Default: 1.5

  • Range: [0..inf]

fTextureSize

  • The texture size used for refraction. This value is relative to the size of the back buffer.

  • Default: 1.0 (1 = identical size to the back buffer)

  • Range: [0..1]

fInterpolator

  • Interpolation value.

  • Default: 0.5

  • Range: [0..1]

c3Color

  • Color that will be multiplied.

  • Default: 1 1 1

  • RGB: [0..1]

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