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aDuDv

An aDuDv map, short for animated DuDv map, is a texture used in real-time rendering to distort texture coordinates and produce animated water effects such as ripples, refraction, and reflections. The DuDv component refers to the displacement of texture coordinates in the U and V directions; in an aDuDv map these displacements are stored in the red and green channels, respectively. The blue channel is usually unused or used for a secondary purpose in some pipelines.

In practice, a shader samples the aDuDv map using the current UV coordinates, then adds the sampled

Creation and usage: aDuDv maps are typically tileable textures authored in image editors or generated procedurally;

Limitations: the effect depends on the quality of the distortion vector and can introduce artifacts at scene

See also: normal maps, reflection and refraction in shaders, DuDv maps.

offsets
(often
scaled
by
a
time-based
factor)
to
the
UVs
before
sampling
other
textures
such
as
a
reflection
cube
map,
a
refraction
texture,
or
the
water
surface's
normal
map.
The
result
is
a
moving
distortion
effect
that
simulates
light
bending
and
wind-driven
surface
movement.
they
are
designed
to
tile
across
the
surface
and
be
animated
by
time
input.
It
is
common
to
pair
an
aDuDv
map
with
a
normal
map
to
control
lighting
and
with
a
reflection/refraction
texture
to
simulate
water.
boundaries;
care
must
be
taken
with
UV
wrapping,
sampling
order,
and
performance
on
constrained
devices.