Single Layer Water | 5-Minute Materials [UE4/UE5]
PrismaticaDev · 1,907 words · 10 min read · EN-ORIG
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[Music] [Music] hello and welcome back to five minute materials the show where we demystify every node in the unreal engine material graph today we're looking at the single layer water shader model so the first thing that we're going to do is we're actually going to disable my cell shader post processing um because
you know not everyone is using a global cell shader so we're going to do this from a regular person's perspective so the single layer water node let's just create a plane which is going to simulate our water and we're going to create a new material apply that to this so the first thing we do in order to
enable the single layer water stuff is we're going to go to its shading model and instead of default lit we're going to go all the way down the bottom and click single layer water now you're going to be greeted with an error straight away that is to be expected so what we're going to do is go
single layer water material output now this i'd probably just sit it underneath your regular material output stuff now let's just get some stuff going if we just put zero in the base color we're gonna put zero in the opacity um we'll put one in the refraction uh if we actually just put zero in the absorption or
something so we've created a a flat plane of nothingness what we're going to do now is create a parameter this is going to be called our water absorption absorption value after this we're going to add a multiply uh we're going to call this the water murkiness i guess is a good a good
way to think about it uh and then after this we're gonna just divide it by a hundred and the reason we're dividing it by 100 is because this has to be a really small number and it can just be a real penis in the anus to work with small numbers um with parameters and stuff so what we're going
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