So it’s a single material that takes in a heightmap and a Sea Level parameter, and renders out a water part with foam and underwater depth, and a land part with rock and greenery.
It takes advantage of a very cool function in UE4 called BumpOffset which does fake depth adjustment - like what they use for Parallax Bumpmapping. So the dark underwater areas look as if they are deeper than the lighter, shallower areas, when you view it from different angles.
Here is the first version of the Material Blueprint with comments:
Here’s the material as a .T3D file with all the non-standard textures I used, I’m not sure how you can import again after exporting it from the editor though?
Thank you for your Kindness , but unfortunately when i import it nothing happens , can you please provide a .uasset files of your materials ? and Thanks Again
Okay, I’ve updated the zip file to include the .uasset file for the material. The textures you will have to import manually and hook up into the material once it’s imported.
Just Right Click in MasterMaterial on Content Browser, choose MIGRATE, and after choose a folder. Without the complete hierarchy we can´t understand where to put the textures.
If you have already migrated the textures they should stay linked in the node tree, if not you can manually link them by selecting the texture in the content browser then selecting that Texture Sample node in the material node tree then in the left pane (Details) scroll down to Material Expression Texture Base and for the Texture cick the little Left Arrow to use the texture you have selected in the content browser.