stFlow shader 1.0
5/5,
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votes
For backwards compatibility, the new option (NMmult) has a hidden +1; since the default value is 0, setting it to 0 multiplies normal map UVs by 1. Just a simple feature request to allow the diffuse and normalmaps to have varied UV scales.
To install, open the 7zip file, place stFlow\ into the MODS folder, and then utilize JSGME/CM.
Alternatively, open it up and put sdk+system into your AC root (they do not replace any built- in files).
For Modders:
Additional parameters are offset.DSpeed (x,y) adds this amount to the diffuse texture's UV coordinates per second, offset.NMSpeed (x,y) adds this amount to the UV coordinates of the first normal texture per second with offset.NMdetailSpeed (x,y) adds this amount to the UV coordinates of the second normal texture every second detail.NMmult (x) is a simple detail multiplier without any additional features.Timing (x,y) -> x is the length of the pause, and y is the length of the non- pause. If you put y=- 1, it does not move and instead adds offset every x amount.
Suggested use: big waves in one normal map, little waves in the other, big waves traveling quicker in the direction of water flow, small waves going slower. A typical reflecting fresnel (0.04 c, 4 exp, 0.8 max). Make the diffuse texture the static color of the water and do not animate it for flat water; maybe animate it for falling water.
Because UV is continuous, you may extend your UVs in segments to adjust their pace.
Credits:
Stereo
To install, open the 7zip file, place stFlow\ into the MODS folder, and then utilize JSGME/CM.
Alternatively, open it up and put sdk+system into your AC root (they do not replace any built- in files).
For Modders:
Additional parameters are offset.DSpeed (x,y) adds this amount to the diffuse texture's UV coordinates per second, offset.NMSpeed (x,y) adds this amount to the UV coordinates of the first normal texture per second with offset.NMdetailSpeed (x,y) adds this amount to the UV coordinates of the second normal texture every second detail.NMmult (x) is a simple detail multiplier without any additional features.Timing (x,y) -> x is the length of the pause, and y is the length of the non- pause. If you put y=- 1, it does not move and instead adds offset every x amount.
Suggested use: big waves in one normal map, little waves in the other, big waves traveling quicker in the direction of water flow, small waves going slower. A typical reflecting fresnel (0.04 c, 4 exp, 0.8 max). Make the diffuse texture the static color of the water and do not animate it for flat water; maybe animate it for falling water.
Because UV is continuous, you may extend your UVs in segments to adjust their pace.
Credits:
Stereo
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Version: 1.0Updated: 1 year ago
Total Size: 4.33 KB
stFlow_10_modland.7z
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· added 1 year ago
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| Latest Version | 1.0 |
| Game | Assetto Corsa |
| Category | Other |
| Downloads | 969 |
| Created | 1 year ago |
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