├── Config
├── DefaultEditor.ini
├── DefaultGame.ini
├── DefaultEditorSettings.ini
└── DefaultEngine.ini
├── Content
├── Maps
│ └── Test.umap
├── Textures
│ ├── flowmap.uasset
│ ├── perlin_noise.uasset
│ └── white_noise.uasset
└── Materials
│ └── M_Flow2d.uasset
├── RawTextures
├── flowmap.png
└── perlin_noise.png
├── ScreenShots
├── material.PNG
└── ScreenShot.png
├── UE4_Flow2d.uproject
├── README.md
├── .gitignore
└── LICENSE
/Config/DefaultEditor.ini:
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1 |
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/Content/Maps/Test.umap:
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https://raw.githubusercontent.com/haneda-atsushi/UE4_FlowMap2dSimple/HEAD/Content/Maps/Test.umap
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/RawTextures/flowmap.png:
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https://raw.githubusercontent.com/haneda-atsushi/UE4_FlowMap2dSimple/HEAD/RawTextures/flowmap.png
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/ScreenShots/material.PNG:
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https://raw.githubusercontent.com/haneda-atsushi/UE4_FlowMap2dSimple/HEAD/ScreenShots/material.PNG
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/Config/DefaultGame.ini:
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1 | [/Script/EngineSettings.GeneralProjectSettings]
2 | ProjectID=CA2091664E56E092160FDAB03246D2D5
3 |
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/ScreenShots/ScreenShot.png:
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https://raw.githubusercontent.com/haneda-atsushi/UE4_FlowMap2dSimple/HEAD/ScreenShots/ScreenShot.png
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/RawTextures/perlin_noise.png:
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https://raw.githubusercontent.com/haneda-atsushi/UE4_FlowMap2dSimple/HEAD/RawTextures/perlin_noise.png
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/UE4_Flow2d.uproject:
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1 | {
2 | "FileVersion": 3,
3 | "EngineAssociation": "4.17",
4 | "Category": "",
5 | "Description": ""
6 | }
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/Content/Textures/flowmap.uasset:
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https://raw.githubusercontent.com/haneda-atsushi/UE4_FlowMap2dSimple/HEAD/Content/Textures/flowmap.uasset
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/Content/Materials/M_Flow2d.uasset:
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https://raw.githubusercontent.com/haneda-atsushi/UE4_FlowMap2dSimple/HEAD/Content/Materials/M_Flow2d.uasset
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/Content/Textures/perlin_noise.uasset:
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https://raw.githubusercontent.com/haneda-atsushi/UE4_FlowMap2dSimple/HEAD/Content/Textures/perlin_noise.uasset
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/Content/Textures/white_noise.uasset:
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https://raw.githubusercontent.com/haneda-atsushi/UE4_FlowMap2dSimple/HEAD/Content/Textures/white_noise.uasset
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/Config/DefaultEditorSettings.ini:
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1 |
2 | [/Script/InternationalizationSettings.InternationalizationSettingsModel]
3 | DisplayTimezone=LocalTime
4 |
5 |
6 |
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/README.md:
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1 | # UE4_FlowMap2dSimple
2 | Simple example of UE4 flowmap shader based on the video below.
3 | * "Flow Map Material Setup in 13 Minutes" by UnrealSimon
4 | * https://www.youtube.com/watch?v=tEr3NE_XLbc
5 |
6 |
7 |
8 |
9 | ## recommended system requirements
10 | * UE4.17.0
11 |
12 | ## Related documents
13 | * "Water Flow in Portal 2" SIGGRAPH 2010
14 | * http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf
15 | * "Water Technology of Uncharted" GDC 2012
16 | * http://www.gdcvault.com/play/1015309/Water-Technology-of
17 |
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/.gitignore:
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1 | # Visual Studio 2015 user specific files
2 | .vs/
3 |
4 | # Visual Studio 2015 database file
5 | *.VC.db
6 |
7 | # Compiled Object files
8 | *.slo
9 | *.lo
10 | *.o
11 | *.obj
12 |
13 | # Precompiled Headers
14 | *.gch
15 | *.pch
16 |
17 | # Compiled Dynamic libraries
18 | *.so
19 | *.dylib
20 | *.dll
21 |
22 | # Fortran module files
23 | *.mod
24 |
25 | # Compiled Static libraries
26 | *.lai
27 | *.la
28 | *.a
29 | *.lib
30 |
31 | # Executables
32 | *.exe
33 | *.out
34 | *.app
35 | *.ipa
36 |
37 | # These project files can be generated by the engine
38 | *.xcodeproj
39 | *.xcworkspace
40 | *.sln
41 | *.suo
42 | *.opensdf
43 | *.sdf
44 | *.VC.db
45 | *.VC.opendb
46 |
47 | # Precompiled Assets
48 | SourceArt/**/*.png
49 | SourceArt/**/*.tga
50 |
51 | # Binary Files
52 | Binaries/*
53 |
54 | # Builds
55 | Build/*
56 |
57 | # Whitelist PakBlacklist-.txt files
58 | !Build/*/
59 | Build/*/**
60 | !Build/*/PakBlacklist*.txt
61 |
62 | # Don't ignore icon files in Build
63 | !Build/**/*.ico
64 |
65 | # Built data for maps
66 | *_BuiltData.uasset
67 |
68 | # Configuration files generated by the Editor
69 | Saved/*
70 |
71 | # Compiled source files for the engine to use
72 | Intermediate/*
73 |
74 | # Cache files for the editor to use
75 | DerivedDataCache/*
76 |
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/LICENSE:
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1 | This is free and unencumbered software released into the public domain.
2 |
3 | Anyone is free to copy, modify, publish, use, compile, sell, or
4 | distribute this software, either in source code form or as a compiled
5 | binary, for any purpose, commercial or non-commercial, and by any
6 | means.
7 |
8 | In jurisdictions that recognize copyright laws, the author or authors
9 | of this software dedicate any and all copyright interest in the
10 | software to the public domain. We make this dedication for the benefit
11 | of the public at large and to the detriment of our heirs and
12 | successors. We intend this dedication to be an overt act of
13 | relinquishment in perpetuity of all present and future rights to this
14 | software under copyright law.
15 |
16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
17 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
19 | IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 | OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 | ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 | OTHER DEALINGS IN THE SOFTWARE.
23 |
24 | For more information, please refer to
25 |
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/Config/DefaultEngine.ini:
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1 | [URL]
2 |
3 | [/Script/HardwareTargeting.HardwareTargetingSettings]
4 | TargetedHardwareClass=Desktop
5 | AppliedTargetedHardwareClass=Desktop
6 | DefaultGraphicsPerformance=Maximum
7 | AppliedDefaultGraphicsPerformance=Maximum
8 |
9 | [/Script/EngineSettings.GameMapsSettings]
10 | EditorStartupMap=/Game/Maps/Test.Test
11 | GameDefaultMap=/Game/Maps/Test.Test
12 |
13 | [/Script/Engine.PhysicsSettings]
14 | DefaultGravityZ=-980.000000
15 | DefaultTerminalVelocity=4000.000000
16 | DefaultFluidFriction=0.300000
17 | SimulateScratchMemorySize=262144
18 | RagdollAggregateThreshold=4
19 | TriangleMeshTriangleMinAreaThreshold=5.000000
20 | bEnableAsyncScene=False
21 | bEnableShapeSharing=False
22 | bEnablePCM=True
23 | bEnableStabilization=False
24 | bWarnMissingLocks=True
25 | bEnable2DPhysics=False
26 | LockedAxis=Invalid
27 | DefaultDegreesOfFreedom=Full3D
28 | BounceThresholdVelocity=200.000000
29 | FrictionCombineMode=Average
30 | RestitutionCombineMode=Average
31 | MaxAngularVelocity=3600.000000
32 | MaxDepenetrationVelocity=0.000000
33 | ContactOffsetMultiplier=0.020000
34 | MinContactOffset=2.000000
35 | MaxContactOffset=8.000000
36 | bSimulateSkeletalMeshOnDedicatedServer=True
37 | DefaultShapeComplexity=CTF_UseSimpleAndComplex
38 | bDefaultHasComplexCollision=True
39 | bSuppressFaceRemapTable=False
40 | bSupportUVFromHitResults=False
41 | bDisableActiveActors=False
42 | bDisableCCD=False
43 | bEnableEnhancedDeterminism=False
44 | MaxPhysicsDeltaTime=0.033333
45 | bSubstepping=False
46 | bSubsteppingAsync=False
47 | MaxSubstepDeltaTime=0.016667
48 | MaxSubsteps=6
49 | SyncSceneSmoothingFactor=0.000000
50 | AsyncSceneSmoothingFactor=0.990000
51 | InitialAverageFrameRate=0.016667
52 | PhysXTreeRebuildRate=10
53 |
54 |
55 |
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