Waterstamp - Water Decals
Description
WaterStamp is a content pack that adds a large number of textures and shaders that center on adding decal-like details to water surfaces, underwater terrain and foam effects.
A major feature is our translucent mapping function that can project a texture on a translucent material – effectively allowing the use of decal-like shaders on water surfaces! This function will work on any translucent material that writes a Custom Depth.
The object that uses the mapping function can be shifted, scaled and rotated much like a standard decal actor. The only limitations being that the surface and decal have to be horizontal (as the current focus is water surfaces).
Complex translucent effects can now be localized to small areas where needed without the need to complicate the entire water shader!
* As of UE5.0, features of WaterStamp v2.0 are available including better shadow support, Vanilla Unreal water support and better deformations (see TRAILER 2.0 above for details)
See DOCUMENTATION liked below (page 3) on how to use :)
Note: Please make sure to have the latest GPU drivers when using with +UE5.3 as older drivers can produce visual artifacts under certain lighting conditions / 3rd party plug-in combinations.
Technical details
Features:
Translucent Decal Mapping Function
Parallax Sea Foam Translucent Decal Material
Parallax Shore Wave Translucent Decal Material
Unlit Color Overlay Translucent Decal Material
Water normal substitute Translucent Decal Material
9 Foam/Wave Textures
14 Wave Normals
13 Water Masks
35 Sea Floor Textures
Texture Resolutions:
1024x1024
137x1024
2048x2048
4069x2048
1585x780
Number of Materials: 13
Number of Textures: 82
Supported Development Platforms: PC
Supported Target Build Platforms: PC
Documentation:
Important/Additional Notes:
> Please note that in order to achieve perfect normal map substitution – any nodes that feed into the Color pin of a water material will have to be replicated in the Translucent Decal Material – see examples in map “Water_Normal_WL” material.
> Currently does not work correctly with ray-traced translucency use rasterized if possible
Documentation: https://onedrive.live.com/?redeem=aHR0cHM6Ly8xZHJ2Lm1zL2IvcyFBaHYwQ1ZZb2laTnlnejRzZ1RoT05DWVRtYy1fP2U9VFpYOUox&cid=729389285609F41B&id=729389285609F41B%21446&parId=729389285609F41B%21268&o=OneUp





