#Unity #Unity3D #gamedev #indiedev
Human work only.
En français ça passe aussi.
There's a lot more work to be done, but this served as a nice introduction to custom post-processes :D
There's a lot more work to be done, but this served as a nice introduction to custom post-processes :D
Anyway, we have gaussian blur !
Ok now, back to the water shader.
Anyway, we have gaussian blur !
Ok now, back to the water shader.
Two passes it is.
Two passes it is.
Anyway ! Thankful for this forum dweller, who shared their solution : discussions.unity.com/t/urp-sample...
Anyway ! Thankful for this forum dweller, who shared their solution : discussions.unity.com/t/urp-sample...
An isometric camera captures the surface of the water and writes to a render texture. Only objects on the "RenderTexture" layer are rendered there, and those are hidden from the main cam.
The wireframe shows the thicker version of the duck that is used to render the ripples... (cont'd)
An isometric camera captures the surface of the water and writes to a render texture. Only objects on the "RenderTexture" layer are rendered there, and those are hidden from the main cam.
The wireframe shows the thicker version of the duck that is used to render the ripples... (cont'd)
www.youtube.com/watch?v=U8Py...
I've had to remove the part of the RecordRenderGraph method related to the SphereVolume to make it work. Followed the tutorial's dithering shader, which I'll have to replace with a gaussian blur. Progress!
www.youtube.com/watch?v=U8Py...
I've had to remove the part of the RecordRenderGraph method related to the SphereVolume to make it work. Followed the tutorial's dithering shader, which I'll have to replace with a gaussian blur. Progress!
#shader #UnrealEngine #techart #3Dart
#shader #UnrealEngine #techart #3Dart
Generalist here :) Can I make it to the list ?
Generalist here :) Can I make it to the list ?
BEHOLD (PLEASE) :
BEHOLD (PLEASE) :