#J0nathan's water shader

1 messages · Page 1 of 1 (latest)

cosmic field
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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)

grim vector
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@cosmic field Uploading to youtube to better understand. In video I explained what I want.

cosmic field
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Ok, I got the idea.
Can you share the ripples logic happening in the two shaders ?

grim vector
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you mean the .shadergraph files?

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It includes all of the logic for water, ripples, etc.

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If you need more code or source just ask

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@cosmic field Sorry for pinging, I hope you noticed 😄

cosmic field
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Yep, I'm lookin into it.

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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.

grim vector
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Result is:

cosmic field
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(you'r missing the upper add node in the 2nd screenshot)

grim vector
cosmic field
grim vector
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one moment

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I think this should do the trick

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Result is this:

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Looks clean to me and resolved

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Thank you very much, will try to improve myself the position of when player walks in

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overall cool

cosmic field
grim vector
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¯_(ツ)_/¯

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though I will constantly use 512 x 512

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I will keep in mind to change resolution through variable

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thanks

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by "breaks ripples" I mean it just doesn't emit any ripple anymore

cosmic field
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Ow, hum, sorry, I blindly thought it would work, I guess keep the old one 🤷‍♂️

grim vector
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Thanks anyway