REFLECTIVE WATER 倒影、阴影共存技术自己原创，光影效果来自赛大saite240、天空部分来自QSN,一并感谢。
reflectwater;reflectwater;beauty reflect water,Rippling Reflective and Refractive WaterOne of the classic challenges of real-time computer graphics is to generate realistic looking water.
1, the shader folder on the game the root directory, such as: E:\ zero hour integrated version of \ZeroHour2, Victory Valley folder on the map folder, such as E:\\ZeroHour\Maps3, GameData.ini and Water.Ini two files are placed on the E:\\ZeroHour\Data\INI(please put in folder Water reflection sky reflection.Ini renamed water.ini) four water documents representing the four effects, each put a line4, ini folder must retain the MappedImages folder, folder Object\AllSide, the other can choose according to need to retain or notFile has been uploaded zero MOD each group share, thank you for the support, thanks master Saida（saite240）—— and Qsn.If the reflection to color and good effect, need to master bone18 and Q old sky map pack with the map editor, also need to undertake corresponding adjustment, 3D shadow to close.I hope, when you make good effect on thread on the vast life my this post, as a reflection of thematic atlas.2012, 8, 4 frog Superman in Yangcheng summer (guanghzou china)
Because water can look very different depending on the context of the scene, it is important to define a few different categories of water effects. For example, techniques used to render ocean water may not produce realistic looking puddle water. With this in mind, the shaders presented in this chapter will focus on highly realistic per-pixel lighting effects used to render real-time lake water. Unlike ocean water, lake water does not have large rolling swells. Instead, the surface geometry consists of high frequency, non-uniform perturbations that give the surface a subtle choppiness resulting in slightly distorted reflections and refractions. Because of these surface characteristics, shallow water reflections and refractions as shown in Figure 1 can be reasonably approximated with planar reflections and renderable textures.