JD2022-TU1/data/EngineData/FcgTemplates/04_Fluid.fcg

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params =
{
NAME = "FriseConfig",
FriseConfig =
{
TAGS = {{VAL="frieze"},},
methode = 4,
height = 1,
width = 4,
visualOffset = 1.0,
cornerFactor = 10.0,
regionId = "swim",
gameMaterial = "GameMaterial/Swiming.gmt",
textureConfigs =
{
{
FriseTextureConfig =
{
friendly = "remplissage",
material =
{
GFXMaterialSerializable =
{
shaderPath = "World/Common/MatShader/RegularBuffer/BackLighted.msh",
textureSet =
{
GFXMaterialTexturePathSet =
{
__DifTexture_FILL__,
__DifTexture_BACK_FILL__,
},
},
},
},
color = "0xffffffff",
scrollUV = vector2dNew(0.006, 0.012),
}
},
{
FriseTextureConfig =
{
friendly = "",
material =
{
GFXMaterialSerializable =
{
shaderPath = "World/Common/MatShader/RegularBuffer/BackLighted.msh",
textureSet =
{
GFXMaterialTexturePathSet =
{
__DifTexture__,
__DifTexture_BACK__,
},
},
},
},
color = "0xffffffff",
alphaBorder = 0,
scrollUV = vector2dNew(0.02, 0.0),
}
},
},
fill =
{
fillConfig =
{
tex = "remplissage",
offset = 0.0,
angle = 13.0,
scale = vector2dNew(4.0,4.0),
}
},
Fluid =
{
fluidConfig =
{
Amplification = 0.01, -- propagation
Elasticity = 0.98, -- propagation
Velocity = 0.04, -- propagation
Viscosity = 0.05, -- propagation
TargetHeight = 0, -- hauteur de l'eau au repos
TargetMaxHeight = 5, -- au max
TargetMinHeight = -5, -- au min
TargetAddHeight = -0.005,
UnityWidth = 0.1, -- taille en mètre d'une subdivision visuelle
PolylineUnityMult = 2, -- facteur de subdivision physique ( polyline de collision, de région )
EnterMult = 10, -- multiplicateur force in
LeaveMult = 10, -- multiplicateur force out
MaxDstInfluence = 0.5, -- distance d'influence du player sous l'eau ( en Y ) sur la vague
PerpendicularBack = TRUE,
PerpendicularBackPosZ = 0,
PerpendicularBackZ = -1,
PerpendicularBackScale = 2,
PerpendicularBackPos = 0.92,
PerpendicularFront = TRUE,
PerpendicularFrontPosZ = 0,
PerpendicularFrontZ = 0.3,
PerpendicularFrontScale = 1,
PerpendicularFrontPos = 0.92,
LevelsFront = 0,
LevelsBack = 0,
LevelDelta = vectorNew(0.0,0.0,0.0),
UVDelta = vector2dNew(0.0,0.0),
WeightMultiplier = 0.03,
dstInfluenceMultiplier = 1.0,
AbsorptionAtEdgeStart = 0,
AbsorptionAtEdgeEnd = 0,
AbsorptionAtEdge_Length = 0,
-- InfluenceLimit = 0.0,
}
},
}
}