shader = { "WaterCube.fx" } --FX ÆÄÀÏÀ̸§ surfaceprop = { "water" } textures = { g_BaseTexture = { "../../textures/map/waterClean01.dds" }, -- ÅØ½ºÃ³ 1 (±âº»ÅؽºÃÄ) g_NormalTexture = { "../../textures/effect/waterdot3_256.tga" }, -- ÅØ½ºÃ³ 2 (Èçµé¸²ÅؽºÃÄ) } cubetextures = { g_CubeTexture = { "../../data/materials/ha_renewal_water_cm.dds" }, -- Å¥ºê ÅØ½ºÃ³ 1 (±âº»ÅؽºÃÄ) } parameters = { g_vReflectPower = { 0.7, 0.7 }, -- ¹Ý»ç°­µµ(RGB) , ( A ) g_fWaveDensity = { 0.5 }, -- Àܹ°°á ¹Ðµµ ( ¼öÄ¡°¡ Ŭ ¼ö·Ï ¼¼¼¼ÇÏ°Ô º¯ÇÑ´Ù. ) g_fWaveScale = { 0.4 }, -- Èå·ÁÁüÀÇ ¼¼±â ( ¼öÄ¡°¡ Ŭ ¼ö·Ï Èå·ÁÁö°Ô º¸ÀδÙ. ) g_fWaveSpeed = { 0.02 }, -- Èçµé¸² Speed g_vMoveSpeed = { 0, 0 }, -- Flow µÇ´Â ¹æÇâ (UV°ª) ( ½ºÇǵ嵵 ¿©±â¿¡¼­ Á¦¾îµÊ. ) } -- [ »ç ¿ë ¹ý ] -- g_BaseTexture Àú»ç¾ç¿¡¼­¸¸ ¾²ÀÓ. -- g_CubeTexture ´Â Åø¿¡¼­ ¸¸µé¾îÁø CubeTexture ÀÌ¿©¾ß ÇÔ.