import { BaseMaterial, Engine, ShaderProperty, Texture2D, Vector2, Vector4 } from "@galacean/engine"; export declare class WaterFallMaterial extends BaseMaterial { private static _waterSpeed; private static _waterfallSpeed; private static _distorsionSpeed; private static _edgeColor; private static _edgeParam; private static _distorsionAmount; static _waterTextureProp: ShaderProperty; static _waterfallTextureProp: ShaderProperty; static _edgeTextureProp: ShaderProperty; /** * Normal Texture Map */ get normalTexture(): Texture2D; set normalTexture(value: Texture2D); /** * Water Texture Map */ get waterTexture(): Texture2D; set waterTexture(value: Texture2D); /** * Water Fall Texture Map */ get waterfallTexture(): Texture2D; set waterfallTexture(value: Texture2D); /** * Edge Noise Texture Map */ get edgeNoiseTexture(): Texture2D; set edgeNoiseTexture(value: Texture2D); /** * Water Speed on x direction and y direction */ get waterSpeed(): Vector2; set waterSpeed(val: Vector2); /** * Water Speed on x direction and y direction */ get waterfallSpeed(): Vector2; set waterfallSpeed(val: Vector2); /** * Water Edge Color */ get edgeColor(): Vector4; set edgeColor(val: Vector4); /** * Edge Param; * x for edge thickness, must between 0 ~ 1; * y for edge smoothness, must between 0 ~ 0.5; */ get edgeParam(): Vector2; set edgeParam(val: Vector2); /** * Distorsion Amount, must between -1 ~ 1 */ get distorsionAmount(): number; set distorsionAmount(val: number); /** * Distorsion Speed on x direction and y direction */ get distorsionSpeed(): Vector2; set distorsionSpeed(val: Vector2); constructor(engine: Engine); }