![]() ![]() ![]() #pragma instancing_options assumeuniformscaling See for more information about instancing. You need to check 'Enable Instancing' on materials that use the shader. Add instancing support for this shader. #pragma surface surf Standard fullforwardshadows alpha:premul _FoamThreshold("Foam threshold", float) = 0 _FogThreshold("Fog threshold", float) = 0 _IntersectionThreshold("Intersction threshold", float) = 0 _IntersectionColor("Intersection color", Color) = (1,1,1,1) There’s no vertex displacement, tessellation or height maps for this shader it’s designed to be placed on a flat quad/plane and only uses two world-space-mapped normal maps that are blended together for more variety, but that’s about it.Īlso, this shader has support for dynamic water ripples which use a separate orthograpic camera, a render texture and particles! Will also cover that here, but the core principle is the same as the one shown in Minionsart’s interactive water tutorial. This was designed to give us some nice color transitions and allow for more control over the color of the water based on depth. This shader is a surface shader that once again uses that depth difference technique to calculate the intersection at three levels: the shoreline, the in-between intersection and the deep-water fog. This shader, on the other hand, produces a simpler, more stylized water effect and, while it includes techniques from the previous water shader, it also introduces some other elements that could potentially inspire you for other effects as well. Now, I’ve already covered a water shader in this older tutorial though that one tends to be closer to a “realistic” look (even though it’s not really realistic) and features a bunch of bells and whistles. I have around 3-4 different water shader versions on my playground project and whenever I get new ideas to test out, I’ll make 3-4 more. Let alone how to map the tessellation to the depth map.ĮDIT: I also know about the flatness test, however I have yet to see any implementation or sources on how to go about testing flatness.This tutorials is brought to you by these amazing Patrons:īy now you’ve already figured out that I’m quite fond of water shaders both seeing them and making them. So now I'm back at square one, unsure of how to best proceed. The effect can be seen well when I rotate the plane. This doesn't quite work well with planes, as the technique only tessellates objects in increments of 1 world unit (for a reason I have yet to determine). To start, I wanted to see if at the very least I can manipulate Unity's existing tessellation following Cone Wars' technique, which involves setting a Y value in world coordinates that tessellates parts of meshes below this value. I know this is possible, as I've seen it done on another Unity developer's snow tessellation shader. To do this, I want to tessellate only the areas which are marked for deformation on my depth map. ![]() Work continues on my snow deformation shader, and right now I'm focusing on the next big task which is optimizing the mesh so It can use as few vertices as possible. ![]()
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