Oceans with Unity Shader Graph.

Аватар автора
Уроки 3D Max и Corona Renderer
In this one we us a texture based displacement map coupled with a normal map, both made in Blender (not shown) using the ocean modifier. Really simply stuff, but amazing results. We&also using refraction but not in the same way that everyone else is using it, so that&either good or bad. ● Support Links: ● Social Links: ● Rosie Jarvis&Walrus Cave: ● CodinBlack&refraction: FAQ: "Will this work in HDRP?" Yeah "Can you make objects float on the water?" With a bit of code magic yes, look for "buoyancy" scripts. "Can you do an underwater shader?" This typically involves a post process and some code to switch lighting and fog volumes, it¬ something that is only done with a surface shader. Music: Licensed under Creative Commons: By Attribution 4.0 License Timestamps: 0:00 Intro 1:20 Important Setup! 2:41 Refraction! 5:54 CodinBlack&Refraction 6:41 Depth Mask 11:21 Normal Maps and Panning. 16:35 Opposite Panning 19:57 Displacement 22:48 Colour 24:28 Why no object intersection. 25:00 Ending? 26:11 Message 26:39 Outro

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