FX File - Wake.fx
| Token Name | Default Value | Accepted Values | Description | Source File |
|---|---|---|---|---|
| BOW_WAVE_MAX_RANGE | 6000.0 | The maximum range at which the bow wave will be drawn. | Wake.fx | |
| BOW_WAVE_PARTICLES_MAX_RANGE | 500.0 | The maximum range at which the bow wave particles will be drawn. | ||
| BOW_WAVE_SEGMENTS | 30 | Number of bow wave segments. | ||
| BOW_WAVE_OPAQUE_WIDTH | 0.75 | Fraction of wave (laterally) that is opaque. | ||
| BOW_WAVE_OPAQUE_LENGTH | 0.7 | Fraction of wave (longitudinally) that is opaque. | ||
| BOW_WAVE_TAPER_LENGTH | 0.15 | Fraction of wave (longitudinally) that is tapered. | ||
| BOW_WAVE_LENGTH_FACTOR | 1.15 | Multiplier for length of wave relative to ship length. | ||
| BOW_WAVE_WIDTH_FACTOR | 2.0 | Multiplier for width of wave relative to ship width. | ||
| BOW_WAVE_MAX_SPEED | 25.0 | Bow wave maximum speed (m/s). | ||
| BOW_WAVE_TEXCOORD_SCALE | 50.0 | Bow wave texture coordinate scale. | ||
| BOW_WAVE_PARTICLES_V30 | TRUE | Flag for using bow wave particles. | ||
| BOW_WAVE_PARTICLES_V35 | TRUE | Flag for using bow wave particles. | ||
| BOW_WAVE_PARTICLES | TRUE | Flag for using bow wave particles. | ||
| WAKE_MAX_RANGE | 8000.0 | The maximum range at which the wake will be drawn. | ||
| WAKE_NUM_PARTICLES | 128 | Number of wake particles. | ||
| WAKE_MAX_PARTICLE_SIZE | 2.1 | Maximum particle size. | ||
| WAKE_PARTICLE_LIFE_RATIO | 0.3 | Particle life ratio. | ||
| WAKE_PARTICLE_DRAG | 0.08 | Particle drag amount. | ||
| WAKE_PARTICLE_INITIAL_VEL | 0.5 | Initial particle velocity. | ||
| WAKE_PARTICLE_GRAVITY_FACTOR | 1.6 | Factor for gravity effect on particle. | ||
| WAKE_PARTICLE_SCALE_FACTOR | 1.7 | Particle scaling factor. | ||
| WAKE_PARTICLE_SIN_FREQ | 0.002 | Particle sine frequency. | ||
| WAKE_PARTICLE_GLOBAL_SCALE | 0.5 | Global particle scaling factor. | ||
| WAKE_SOFT_SPRITE_SCALE | 50000.0 | Scale controlling the slope of the alpha value for wakes near occluders. | ||
| WAKE_SOFT_SPRITE_BIAS | 20.0 | Distance wave z values are shifted towards the camera for soft sprite computation. |