Cartoon Water Shader

Sandvector Studios - Materials - Jul 19, 2017
120
4.61 out of 5 stars(120 ratings)
  • 82%
  • 8%
  • 4%
  • 1%
  • 5%

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

  • Supported Platforms
  • Supported Engine Versions
    4.23 - 4.27, 5.0 - 5.3
  • Download Type
    Asset Pack
    This product contains an assortment of Unreal Engine assets which can be imported into a pre-existing project of your choice.

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: adam.homoki@klokiart.com

• 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.

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 settings\Engine\Rendering\Lighting\Generate 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 settings\Engine\Rendering\Postprocessing. 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