Unity Toon Water Shader - Tutorial in Description
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- Опубліковано 30 вер 2024
- ► Tutorial: roystan.net/ar...
► Source: github.com/Iro...
► / roystan
Toon water shader in Unity. Uses noise and distortion maps to generate waves, and the depth and normals buffers to create the foam and coloring.
Thannkkssss
I know its old, but any way to make it work in orthographic mode?
I confirm this.
does not work
Free to use?
Looks so good in my proyect !
And also thanks !!!!
Does this work with the HDRP pipeline?
Hey hey,
of all the solutions out there, I really love this one most. I only can´t get the foam to work. If I use the default min,max settings for it, the whole "water plane" just turns white. I have to set on of the values to be negative for the water to be seen anyway but then there is no foam. Could anybody help me on this?
Sorry, old af but did it look odd in the game view too or just the scene view? It's normal for it to look weird in the scene view since the foam relies on the scripts on the cameras
It’s just white in both the scene and game view :(
@@D3RHiRO hm, you could download their completed code from github and see if theirs works. If so, you can replace yours with theirs chunk by chunk to find the bug
Good idea. Thanks 🙏🏻
Thanks for this good shared , but its not working in orthographic camera, only see white color instead of ocean color
I confirm this.
Thank you for the tutorial.
Everything is working finde, but on mobile (android) the whole water is just colored like the foam color.
Is there a problem with the normals or something? Can you help me fix this? :(
The depth texture was not being correctly initialized in CameraDepthTextureMode; this has been resolved.
Hi. I am having this issue. Not able to solve. please help me.
@@venkateshmuskam1210 You gotta add script "CameraDepthTextureMode" to the main camera and in the component set "Depth Texture Mode" to something .
@@Psyducckk Thank you! That solved it :)
seem it stop looping after 15-20 sec
I can't get it to work on android build. Does it support mobile platform?
while using the Universal Render Pipeline the shader renders well in the editer view, but in the game view it is solid white. How do I fix this?
Make sure you switch on both Opaque Texture and Depth Texture under Rendering on your camera - or in your pipeline settings
Thank you for sharing this tutorial, Mr. Roys Tan. I look forward to your future endeavors.
well done!
It’s not working, it says “missing pre fab
Where can i get it
There's a link in the description.
Thank you so much for all of this shader
Hello, everything is good except white edges on objects that are above water, do you have any solution for that?
Same here
@@SaifullohFadli I managed to fix it, but don't remember how, just check properties and fix it
@@SaifullohFadli Hi mate, did you fixed it?
Disabling Anti Aliasing in URP settings fixed it for me.
Thank you very much. You are amazing.
This is a fantastic filter! I did have one question though. When you are calculating the lake bottom (existingDepthLinear), how does your code know that you want the depth of the lake bottom and not return the distance from the lake surface. Is it always assumed by the shader compiler that the object on which you are applying the shader is ignored in the distance calculations?
Thanks again and awesome work both on the shader and the tutorial
The water surface does not write to the Zbuffer, so it is not part of the greyscale depth map that is being sampled.
is there a way to make semi transparent?
and if there is will it work on mobile :D