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Material Profile

Scriptable Object that contains configuration for material used to render Water Surface.

NOTE: If you are changing mateiral profile values via scripting, you will have to mark surface material by calling SetMaterialDirty or SetMaterialsDirty on material profile object.


Base Material Settings

Here you set basic material settings. They can be affected by modiffiers in sections below.


Color Noise

Additional color noise.

Hillness

Lighten/Darken base color depending on hillness value.
It's kind of addional layer to simulate water depth and SSS that comes from it.

Texture

Global color modiffication that comes from two animated textures that are blended using min operator.
Both textures must be grayscale R-channel textures.


Subsurface Scattering

  • Overlay Strength - how much final SSS will affect output base color.
  • Emission Strength - how much final SSS will affect output emission.

Normal

By default, the only normal source is the one that comes from waves. If enabled, you can set up two normal maps, that will be animated and blended toether.

  • Normal Global Strength - global normal strength that also affects waves normal.

Foam

If enabled, foam will be rendered.
Main texture and color settings are shared between edge foam and 1st layer of hillness foam.
All textures here must be grayscale R-channel textures.

  • Normal Attenuation - how much water normals will be attenuated by foam.
    • Bias - higher value means more foam will be required to attenuate normals.

Edge Foam

Foam that is rendered on edges, where water meets land and other objects.

Hillness Foam

Kind of global foam whose intensity depends on hillness - usually, with higher hillness value you want more foam.
Read more about hillness value: hillness

Extra Hillness Layers

When enabled, you will can configure extra 2 layers of hillness foam, each with own noise texture and color.
Result of all layers is weight-blended for final output.


Transparency

  • Opaque - no transparency, simplest option.
  • Transparent - surface is transparent and transparency comes from output colors' alpha.
  • Refraction - requires Opaque Texture enabled in renderer. Transparency comes from output colors' alpha.
    • Distance Factor - determines distance, where strength becomes 100x lower. Can depends on camera FoV - set it so refraction looks same from both, near and far distance. Default value of 100 is a good starting point.

Reflections

  • Off - no reflections. Same as Simple with black color.
  • Simple - simple reflections where you set a single color.
  • Default Environmental - default enivornmental reflections, that you configure in Unity's Rendering window. This mode also supports blended reflections from Reflection Probes.
  • Cubemap - similar to default environmental reflection, but overrides cubemap with custom texture. Does not support blending.

TIP: If reflections intensity slider does not work on fresh scene, make sure your scene have configured and actually saved settings related to reflections in Rendering > Lighting > Enivironment window.


Ripple

Modiffiers for settings above, used only when ripple is enabled for surface using this profile.
Read more: Ripple Effect

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Bartek Dragon Docs

Table of Contents

Table of Contents

  • Material Profile
    • Base Material Settings
    • Color Noise
      • Hillness
      • Texture
    • Subsurface Scattering
    • Normal
    • Foam
      • Edge Foam
      • Hillness Foam
      • Extra Hillness Layers
    • Transparency
    • Reflections
    • Ripple

Dragon Water

  • About
  • Changelog
  • Getting Started

Documentation

  • Water Surface
  • Wave Profile
  • Material Profile
  • Underwater Profile
  • Dragon Water Config
  • Cutout Volumes
  • Ripple Effect
  • Local Wave Areas

URP

  • URP Render Feature

Physics

  • Floating Body

Scripting

  • Scripting API
  • Water Sampler
  • Water Behaviour

How-To

  • Build Optimization
  • Multiplayer Synchronization