Unity URP - Improving my original water shader
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- Опубліковано 8 лют 2025
- Recently, I've been working on improving my original water shader. I've added a lot of effects and made modifications to make it look cooler.
Perhaps I'll consider publishing it on the Unity Asset Store once I feel that this water shader meets my expectations.
If you want to ask me about my water shader
Discord : paro456d - Ігри
Wow, amazing work! Keep it up! Hope you post more!
Hey it’s Duck! I’ve been watching you for some time and your water shaders are looking great. I’m going to start learning how to make shaders because of you!
I'm so happy to see you here.
HI !,Ive just come across your channel, Ive subbed and looking forward to more videos !
So good. Thanks.
this shit makes me motivated
keep up
You've out done yourself. This looks incredible! Great job! Have you uploaded this version for people to try?
I might release it after I've completed some optimizations.
@@paro456 Thank-you bro. This is everything anyone could want in a water system. Lol
I need this
Is there anyway you could make a shader like this and make a script so that any object with that script will make the water ripple when it collides
could you make an asset of that water?
That's genius, I would like to try it, can you put it in git to download? It's really great.
Why isn't this in the Asset Store?
Looks great!! does the shader also include Depth Blur?
I didn't use depth blur, only applied a blur effect on the water surface reflection.
Looks excellent! So did SSR solve the FPS drop issue? SSR + Render Camera plays stable?
When using planar reflection, the frame rate is around 45 to 50, while with screen-space reflection, it's about 60 to 65. So, I think that's why most games use screen-space reflection.
@@paro456 just to clarify, the rendering camera for ripples doesn’t drop your fps dramatically, does it? I mean alone if you check just it on and off with reflections turned off.
@@dencesar8602 If the camera's culling mask only has one layer, it shouldn't have a significant impact on game stability.
@@paro456 Thanks! I guess for me it's likely unity's bug with gc allocations when there's a second rendering camera. Wonder if other people here also face it. Plain scene, with a couple of blocks and just a water shader, reflections are off, so there's only a camera rendering one custom layer with the particle effect in it. The FPS drop is around 450-480. K-mirror planar reflections on their own drop fps by around 350 leaving me with playable 150, whereas the camera rendering the ripple particle effect drops it to 20-40 with reflections off.
Ficou muito bom
Make it support for vr
When You Fully Publish The Water Into The Unity asset Store Is It Gonna Be Free Or No?
how do I make the reflections include only the objects, not skybox
You can set the reflection layer from the reflection probe gameobject.
Can it convert to VR Cam (Quest 2)?
I'm not sure about this either because I don't have a Quest 2.
@@paro456 okay i will try it tomorrow
does it work vr?
After I have the VR device, I can try to make it work within the VR environment.
@@paro456 Ok maybe make object interact with water so it will work
WWW FR
🍅🍅