Water.material 600 B

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  1. <material>
  2. <!-- The water example will assign the reflection texture to the diffuse unit -->
  3. <!-- The engine will automatically assign the refraction (viewport) texture to the environment unit during refract pass -->
  4. <technique name="Techniques/Water.xml" />
  5. <texture unit="normal" name="Textures/WaterNoise.dds" />
  6. <parameter name="NoiseSpeed" value="0.05 0.05" />
  7. <parameter name="NoiseTiling" value="50" />
  8. <parameter name="NoiseStrength" value="0.02" />
  9. <parameter name="FresnelPower" value="8" />
  10. <parameter name="WaterTint" value="0.8 0.8 1.0" />
  11. </material>