ShatterWave
ShatterWave is an advanced special effect that uses the mesh's vertices to create a wavy effect across the mesh in variation. This effect is very similar to Geometric Dissolve with the exception of it being animated in an ocean wave-like effect instead.

ShatterWave can have a performance impact depending on the Mesh it is being used on. Use this feature wisely!
Wave Mask
Type
: Data Texture (sRGB = OFF
)
Texture Mask to use for isolating the ShatterWave effect to a specific area only.
Vertex Color Mask
Type
: Dropdown, Options:Off
/R
/G
/B
/A
Selection to use the mesh's Vertex Colors as the ShatterWave mask.
Wave Color
Type
: Color
Color to use for the ShatterWave.
Wave Texture
Type
: Color Texture (sRGB = ON
)
Texture to use for the ShatterWave. Will be tinted based on the Wave Color.
Wave Emission
Type
: Float, Range:0.0 - 10.0
Creates an Emissive effect on the ShatterWave's color.
Apply to Global Mask
Type
: Dropdown, Options:Off
/1R
/1G
/1B
/1A
/2R
/2G
/2B
/2A
/3R
/3G
/3B
/3A
/4R
/4G
/4B
/4A
Allows you to add the currently set ShatterWave setup to be applied to an existing Global Mask of your choice.
Show Under Wave
Type
: Boolean
If enabled, shows the underneath mesh area beneath the affected ShatterWave area.
Under Wave Color
Type
: Color
Sets the base color of the Under Wave.
Under Wave Texture
Type
: Color Texture (sRGB = ON
)
Sets the texture to use for the Under Wave. Will be tinted based on the Under Wave Color.
Under Wave Emission
Type
: Float, Range:0.0 - 10.0
Creates an Emissive effect underneath the ShatterWave's mesh.
Apply to Global Mask
Type
: Dropdown, Options:Off
/1R
/1G
/1B
/1A
/2R
/2G
/2B
/2A
/3R
/3G
/3B
/3A
/4R
/4G
/4B
/4A
Allows you to add the currently set Under Wave setup to be applied to an existing Global Mask of your choice.
Wave Speed X Y Z
Type
: Float3
How fast the waves move and in which direction.
Wave Slope X Y Z
Type
: Float3
Measures the size of the wave slop and where it's being drawn at.
Wave Density X Y Z
Type
: Float3
Measures how dense the waves are in tiled coordinates.
Wave Width
Type
: Float, Range:0.0 - 1.0
Wave Height
Type
: Float, Range:0.0 - 1.0
AudioLink
Type
: Boolean
Enables AudioLink to manipulate the ShatterWave.
The settings in this section will only be visible when AudioLink is activated on the Material.
Emission Multiplier Band
Type
: Dropdown, Options:Bass
/Low Mid
/High Mid
/Treble
/Volume
Which band to use for the Emission multiplier.
Emission Multiplier
Type
: Vector4- Default:
Min = 1
,Max = 1
- Default:
How much to multiply the Emission Strength with Audio.
Modifier | Function |
---|---|
Min | Amount of Emission being multiplied with no audio |
Max | Amount of Emission being multiplied with max audio |
Emission Add Band
Type
: Dropdown, Options:Bass
/Low Mid
/High Mid
/Treble
/Volume
Which band to use for adding Emission.
Emission Add
Type
: Vector4
How much to add or subtract from the Emission with audio.
Modifier | Function |
---|---|
Min | Amount of Emission being added or subtracted with no audio |
Max | Amount of Emission being added or subtracted with max audio |
Height Multiplier Band
Type
: Dropdown, Options:Bass
/Low Mid
/High Mid
/Treble
/Volume
Which band to use for the Height Multiplier.
Height Multiplier
Type
: Vector4- Default:
Min = 1
,Max = 1
- Default:
Height Add Band
Type
: Dropdown, Options:Bass
/Low Mid
/High Mid
/Treble
/Volume
Which band to use for the Height Add.
Height Add
Type
: Vector4
Height Threshold Multiplier Band
Type
: Dropdown, Options:Bass
/Low Mid
/High Mid
/Treble
/Volume
Which band to use for the Threshold Multiplier.
Height Threshold Multiplier
Type
: Vector4- Default:
Min = 1
,Max = 1
- Default:
Height Threshold Add Band
Type
: Dropdown, Options:Bass
/Low Mid
/High Mid
/Treble
/Volume
Which band to use for the Threshold Add.
Height Threshold Add
Type
: Vector4
ChronoTime Band
Type
: Dropdown, Options:Bass
/Low Mid
/High Mid
/Treble
/Volume
Which band to use for ChronoTime.
ChronoTime Motion Type
Type
: Dropdown
Which motion type to use for the ChronoTime. ChronoTime is an Audio Link feature that allows time-dependent features, which shaders alone cannot do. In this case, ChronoTime is used to create a time-dependent speed of the motion.
ChronoTime Options
- Motion Increases as intensity of the band increases
- Above but Smooth
- Motion moves back and forth as a function of intensity
- Above but Smoooth
- Fixed Speed Increase when the band is dark Stationary when light
- Above but Smooooth
- Fixed Speed Increase when the band is dark Fixed speed decrease when light
ChronoTime Speed
Type
: Float
How much should affect the ChronoTime speed. Good starting values are 0.1 - 0.5
.
ChronoTime Intensity
Type
: Float, Range:0.0 - 1.0
Controls the intensity of the ChronoTime.