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[REMIX-4116] make animated water with translucent materials work without a texture transform.
This is done by animating the primary texcoord and secondary normal sample using the Remix animation time.
Also makes animated water in translucent materials compatible with animated spritesheets.
Copy file name to clipboardExpand all lines: RtxOptions.md
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@@ -739,6 +739,10 @@ Tables below enumerate all the options and their defaults set by RTX Remix. Note
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|rtx.tonemappingMode|int|1|The tonemapping type to use, 0 for Global, 1 for Local \(Default\)\.<br>Global tonemapping tonemaps the image with respect to global parameters, usually based on statistics about the rendered image as a whole\.<br>Local tonemapping on the other hand uses more spatially\-local parameters determined by regions of the rendered image rather than the whole image\.<br>Local tonemapping can result in better preservation of highlights and shadows in scenes with high amounts of dynamic range whereas global tonemapping may have to comprimise between over or underexposure\.|
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|rtx.trackParticleObjects|bool|True|Track last frame's corresponding particle object\.|
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|rtx.translucentDecalAlbedoFactor|float|10|A global scale factor applied to the albedo of decals that are applied to a translucent base material, to make the decals more visible\.<br>This is generally needed as albedo values for decals may be fairly low when dealing with opaque surfaces, but the translucent diffuse layer requires a fairly high albedo value to result in an expected look\.<br>The need for this option could be avoided by simply authoring decals applied to translucent materials with a higher albedo to begin with, but sometimes applications may share decals between different material types\.|
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|rtx.translucentMaterial.animatedWaterEnable|bool|True|If enabled, draw calls in the AnimatedWater category and a translucent material will have their primary texcoordinates animated, and will also take a second sample from the normal map\.<br>Note that objects must be properly categorized as animated water to be rendered with this mode\.|
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|rtx.translucentMaterial.animatedWaterPrimaryNormalMotion|float2|0.05, 0.05|Velocity in UV space for the primary texture coordinate\.<br>This relies on Remix animation time, which will not respect any time warping performed by the game \(so pause, slow mo, etc will not change animation speed\)\.|
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|rtx.translucentMaterial.animatedWaterSecondaryNormalLodBias|float|1|LoD bias to use when taking the second normal map sample\.<br>Values greater than 0 will cause the secondary normal map to be blurred, resulting in lower frequency waves\.|
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|rtx.translucentMaterial.animatedWaterSecondaryNormalMotion|float2|-0.03, -0.06|Velocity in UV space for the secondary texture coordinate\.<br>This relies on Remix animation time, which will not respect any time warping performed by the game \(so pause, slow mo, etc will not change animation speed\)\.|
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|rtx.translucentMaterial.enableDiffuseLayerOverride|bool|False|A flag to force the diffuse layer on the translucent material to be enabled\. Should only be used for debugging or development\.|
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|rtx.translucentMaterial.normalIntensity|float|1|An arbitrary strength scale factor to apply when decoding normals in the translucent material\. Should only be used for debugging or development\.|
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|rtx.translucentMaterial.transmittanceColorBias|float|0|A bias factor to add to all transmittance color values in the opaque material\. Should only be used for debugging or development\.|
// Note: Premultiplied alpha should really be used here for the transmittance or diffuse color as without it "transparent" regions of the texture in the diffuse color case for
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// example may cause incorrect coloration on the edges of more opaque regions due to texture filtering. This is hard to ensure on the art pipeline side of things however.
RTX_OPTION("rtx.translucentMaterial", float, transmittanceColorBias, 0.0f, "A bias factor to add to all transmittance color values in the opaque material. Should only be used for debugging or development.");
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RTX_OPTION("rtx.translucentMaterial", float, normalIntensity, 1.0f, "An arbitrary strength scale factor to apply when decoding normals in the translucent material. Should only be used for debugging or development.");
"Velocity in UV space for the primary texture coordinate.\n"
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"This relies on Remix animation time, which will not respect any time warping performed by the game (so pause, slow mo, etc will not change animation speed).");
"Velocity in UV space for the secondary texture coordinate.\n"
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"This relies on Remix animation time, which will not respect any time warping performed by the game (so pause, slow mo, etc will not change animation speed).");
"If enabled, draw calls in the AnimatedWater category and a translucent material will have their primary texcoordinates animated, and will also take a second sample from the normal map.\n"
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"Note that objects must be properly categorized as animated water to be rendered with this mode.");
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// Overrides
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RTX_OPTION("rtx.translucentMaterial", bool, enableDiffuseLayerOverride, false, "A flag to force the diffuse layer on the translucent material to be enabled. Should only be used for debugging or development.");
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