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Particle Water Shader Pro - HDRP
Particle Water Shader Pro - HDRP
  • Welcome
  • Getting Started
    • Introduction
    • Quickstart
    • Step By Step Usage
    • Extend particle input
    • Paramters Tuning
    • Fluid Shader File
    • DebugVisualize
    • Common Q&A
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  • Render Params
  • Here's some comparisions on differnt paramters.
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  1. Getting Started

Paramters Tuning

This page will tell you all need to know on the parameters to ajust the visual outlook.

PreviousExtend particle inputNextFluid Shader File

You will notice that there are a set of parameters on the SSF_LoadParticlesFromParticleSystem inspector:

The meaning of these parameters are as follows:

Name
Description

ParticleBufferUpdateInterval

The interval for updating particle data to GPU, <0 means update every frame. Adjust this value to your preferred visual frame rate

Thickness

The thickness of the liquid. The higher the value, the more precipitated and solid the color will be visually.

Noise

The detail turbulence of the surface. The higher the value, the more turbulence the surface will show. It is implemented by adding perturbation to the surface normal.

Render Params

Fluid surface rendering related parameters are listed separately below and may change with version iterations

Render Params

Name
Description

IsTransparent

0 for traditional blinn-phong rendering, 1 for fluid rendering, value in-between means blending

Ior

Refractive Index of Fluid (1.33 for water...)

Smoothness

higher value for more smoothness

Fresnel Power

higher value gives more refraction

Min/Max Reflection Ratio

this constraints the amount of reflection, if no reflection is needed, just set them to 0, vice versa, 1 for no refraction

Ambient/Diffuse/Specular Color

Very traditional Blinn-phong model

Here's some comparisions on differnt paramters.

Non trasparent
transparent
high thickness
low thickness
no reflection(pure refraction)
reflection and refraction
no reflection, high fresnel power
no reflection, normal fresnel power