#J0nathan's water shader
1 messages · Page 1 of 1 (latest)
Lets create a thread to not continue flooding and leave space for other discussions.
The right ones ripples don't look pixelated to me, but just in case, share a screenshot of the graph (you can quickly make the shadergraph window fullscreen by using shift+space)
It indeed doesn't I will send video comparing two shaders.
@cosmic field Uploading to youtube to better understand. In video I explained what I want.
@cosmic field https://youtu.be/PbKD-07rt6E?si=1MzDvraImlXvJPS3
Ok, I got the idea.
Can you share the ripples logic happening in the two shaders ?
you mean the .shadergraph files?
It includes all of the logic for water, ripples, etc.
If you need more code or source just ask
@cosmic field Sorry for pinging, I hope you noticed 😄
Yep, I'm lookin into it.
Ok go tit.
The pixelated effect commes from how you convert the height ripple texture to a normal value.
The "Normal From Height" node is causing the blocky effect, just because of the method that it is using, which is more efficient but has the side effect of producing the "pixels".
The other shader uses a different approach that yeilds smoother results with the custom "LowResNormalFromHeight" node. You could use it, or use the similar logic from the "Normal From Texture" node.
Thank you for clarifying, I copied and paste the logic of "LowResNormalFromHeight" And replace the logic on your first picture to second one
And did this:
Result is:
(you'r missing the upper add node in the 2nd screenshot)
unsure, could you point a finger?
problem is that I need to somehow add more
one moment
I think this should do the trick
Result is this:
Looks clean to me and resolved
Thank you very much, will try to improve myself the position of when player walks in
overall cool
Don't forget to properly set the resolution input of the node.
Or grab this modified version, I've changed it to be automatic.
thanks man
hmm, this breaks the ripples
¯_(ツ)_/¯
though I will constantly use 512 x 512
I will keep in mind to change resolution through variable
thanks
by "breaks ripples" I mean it just doesn't emit any ripple anymore
Ow, hum, sorry, I blindly thought it would work, I guess keep the old one 🤷♂️
Thanks anyway