Is it possible to use TMS images to define water areas and display water waves?

I want to use TMS Tile images to define certain areas to be displayed as water. Is this feasible?
I know that polygons can be used to define water areas, but I have many water areas, and using polygons would add many actors. So I want to use Tile images to define these areas.

Yes, that’s possible. You’ll need to create a single Material that switches between water and non-water rendering depending on the value read from the raster overlay. Make a copy of the MI_CesiumThreeOverlaysAndClipping. Then, for the overlay slot you want to use (Overlay0 for example), change the Blend Asset for that layer to a new one of your own design. It will need to read the raster overlay value from the “Input Top Layer”. Based on the value, it should either pass the color, normal, etc. through unmodified, or it should modify them to achieve the water effect. You can look at the MLB_SimpleWater asset supplied with the plugin for inspiration. In fact, if your raster overlay happens to encode water the same way as the “water mask” in Cesium World Terrain, you’ll be able to use that blend function unmodified.


I tried adding MI_CesiumThreeOverlaysAndClipping and MLB_CesiumSimpleWater, and after that, I can see reflections on the water surface. However, there are no water waves, and the water depth seems very shallow, only noticeable when viewed at an angle. How can I make the water color deeper and the waves more pronounced?

You can copy and edit the MLB_CesiumSimpleWater however you see fit. I can’t guide you through the steps in detail, but hopefully you’ll be able to achieve the effect you want with some experimentation.