Maybe like this Unity shader?
https://x.com/specoolar/status/1820763851106771249
#Better looking water
1 messages · Page 1 of 1 (latest)
(I linked the part where he talks about the water shader)
They say it's able to run natively on the Quest 3 so it shouldn't be too intensive.
baha uses the Built-In Render Pipeline
this shader is incompatible
Oh I see. I imagine it would be a lot of work to switch to URP
I’ve done this a few times with my small projects, it is really easy, just takes some time to switch all the textures and fix some stuff. Not sure how it would hande with a game as big and complex as vtol tho
The vtol water shader does a pretty good job imo, especially from a distance which is where you'd see it most of the time
It has lighter blue areas where the terrain is more shallow too
As someone who's made quite a lot of water shaders over the years, only thing I'd tweak is specular/roughness so it has a few more speckled highlights in sunlight, and white foam peaks during windy weather
why would you swap to URP lmao
better shader quality, more post processing options and setting, also cuz the shader mentioned by the suggestion uses urp
terrible
very debatable
i mean in terms of looks atleast
not sure about how optimized it is, that’s why I said it might be hard since this game needs lots of resources already
urp has many more vfx options, but is less performat afaik, you can forget hdrp for vr tho
ahh yes 2 fps
the vtol water shader makes me motionsick up close, at altitude its fine
but its garbage as a reference frame so if you are vtoling near the surface everything is super awful
i dont think its particularly difficult to implement some sort of vertext displacement water shader or at least like, procedural foam? instead of the texture scrolling nastyness
still pretty hard tho, its gotta look good upclose and very very far :/
i might try getting a decompiled vtol and switching it to urp to see how bad it is
just fixing decompiled vtol is a quest and a half, its way easier to just port the shader or write ur own water shader
yeah but why
urp offers literally 0 advantages over birp
its just marketing so they dont have to support birp anymore
Idk, I personally used URP more than SRP, as I said I am not sure about performance, but there are more graphics supported, like volumetric clouds
better water would be incredible