Unreal Engine – Cartoon Water Shader v5.0

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Format:Unreal Engine

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Description

Video: https://youtu.be/lQqJJ6MOR0g

Tutorial: https://youtu.be/uU9BoD3sutY

Tutorial for Sailing Mechanics: https://youtu.be/6ilTf94qXwc

Underwater Tutorial: https://youtu.be/Cn7EnRz_7-s

Waterline and Tile Solver Video: https://youtu.be/-NnFK4x12bk

Update 2.3

• Tile Solver

• Waterline for ocean and lake

Update 2.2

• Underwater implementation

• You can create water with different parameters

Update 2.1

• You are able to use 2 or more differently colored waters and waterfalls by using the _UniqueColor suffix blueprints

• Fixed a bug caused by the multi colored fog running in PIE mode

Support:

• Email: [email protected]

• Discord: https://discord.gg/rSpEqqm

Cartoon Water Shader is an easy to use highly stylized water material, and river tool with many features.

Demo scenes also included!

Underwater and buoyancy in the river only works if the river is flat. Waterline is currently not supported for river.

I’m working on a major rework for the river tool.

Read More

Technical Details

Features:

• Gerstner Waves

• Buoyancy

• Underwater

• Stencil Mask (no water inside of the boat)

• Caustic and wet sand effect

• Spline based river editor

• Wave resistance around objects in the river

• Foam around intersecting objects

• Surface Highlights

• Water Depth with custom colors

• Refraction

• Waterfall

• Light Angle based fake SSS

• Highly customizable

• Tile Repeat Solver Material Function

• Waterline for ocean and lake

Supported Platform:

• Windows (The shader requires DirectX 11 or above)

How to use:

• You should turn on Mesh distance field in Project settingsEngineRenderingLightingGenerate Mesh Distance Field to enjoy the wave resistance around objects in the river and foam intersections. Your Engine Scalability Shadow’s setting also has to be higher than medium! Your water will be white if you not do this!

• You should change the Custom Depth-Stencil pass value to Enabled with Stencil in Project settingsEngineRenderingPostprocessing. If you not do this your boat will be filled with water!

• You must place at least 1 static object into your scene which generates mesh distance fields! The position of the mesh is irrelevant and it could be a default box.

• For River drop the BP_CartoonWater_RiverTool into your level and scale to desired size, select a spline point hold ALT and move simultaneously to add a new spline point

• For Ocean drop the BP_CartoonWater_Ocean into your level and scale to desired size

• For Lakes drop the BP_CartoonWater_Lake into your level and scale to desired size