Man! You just taught me how to fix every refractive shader I made so far! I tried to fix those using custom render pass and what not, and this solution is so simple and makes so much sense. You are a genius.
Hey, I seems to be getting error when I use a camera overlay. Do you have any Ideas why? it's an overlay for weapons so that the guns don't clip into walls. A multisampled texture being bound to a non-multisampled sampler. Disabling in order to avoid undefined behavior. Please use Texture2DMS in the shader.
@@paro456 Actually, it's all good! I found a fix for it. A quick fix: In Mirror.cs after line 207 add: var camData = camera.GetUniversalAdditionalCameraData(); if (camData.renderType == CameraRenderType.Overlay) return; for anyone who struggling with problem
I did it, but while the transparency of the water is selected in the scene mode, the transparency disappears when I enter the game panel (underwater is not visible). what is the reason, thanks.
@@paro456 I had the same issue where underwater effects are not visible, but opaque and depth textures are checked, and the camera opaque and depth are set to "use URP settings"
@@paro456I cannot find this two sided/cull off setting. Could you tell me where this setting is? thanks. I had another issue in which the foam appears very transparent and not visible enough for my liking. I have made sure the foam color is exact white, and the alpha of it is 100. I am also using the same texture you are. However, even without this texture, the foam still appears to be slightly transparent. I have rewatched the foam section in the video and cannot find any mistakes. I was originally using the kmirrors assets, but the reflection seemed too bright and made most of the surface of the water bright white, even with 0 smoothness. So I replaced this for a reflection probe, but the probe seems to just cast light on the water, not give reflections of the actual environment.
After i did the refraction fix i still have some line but annoying outlines around all objects above the water. Double checked and rebuild the tut three time. I have no idea to get rid of it. Anyone has the same issue? R2021.3.
catlikecoding.com/unity/tutorials/flow/looking-through-water/ I found a post on the Internet that discusses the problem you describe, but I don't quite understand its content, maybe you should take a look.
I have the same issue, I haven't solved it myself yet but I found a very quick way to largely reduce it : switch "Opaque downsampling" to "None" in your URP pipeline properties (Edit > Project Settings > Graphics > Right click on "URP-HighFidelity" > Properties > Opaque downsampling > None Edit : this + deactivating the antialiasing completely removed the issue for me, but at the price of having no anti-aliasing
You still did better than me. I can't get anything to work at all when it comes to this or Unity looses files. Its why I absolutely hate its URP and HDRP and been trying to figure out how do this kind of thing without either. (And not using the annoying shader scripting either).
Man! You just taught me how to fix every refractive shader I made so far! I tried to fix those using custom render pass and what not, and this solution is so simple and makes so much sense. You are a genius.
Man ! Thank you for your amazingly high quality work, it is simple, funny and very very well explained ! Well done !
I used this refraction fix for a car headlight lens shader, looks perfect!
cackling with the intense action music during the explanation bit
Best recent tutorial on water! Million thanks mate!
Another 10/10 Video, Fantastic!
Appreciate the short explaination! it was really helpful and cool that you put in extra efforts for explaining
so far the best tutorial if seen, thank you for this kind of stuff, keep it going 😊
Thank you! Had this problem today
Really nice tutorial you explained it really well also how would you turn this into an ocean with waves
To create ocean waves, you need to use tessellation technology. I am currently researching it.
Dude! You are the best! THank you!
You. Are. Genius! Thanks!
哥,又來偷師了 :)
醜陋的 Refraction 解決了
完成時放你頻道讓我看看成品吧XD
@@paro456 獻醜了
ua-cam.com/video/Pswi5PmIlQY/v-deo.html
thank you!
thank you!
Hey, I seems to be getting error when I use a camera overlay. Do you have any Ideas why? it's an overlay for weapons so that the guns don't clip into walls. A multisampled texture being bound to a non-multisampled sampler. Disabling in order to avoid undefined behavior. Please use Texture2DMS in the shader.
Nvm, this seems to be caused by the Kmirrors package
You can replace kmirror with another package as long as it can achieve the same effect.
@@paro456 Actually, it's all good! I found a fix for it.
A quick fix: In Mirror.cs after line 207 add:
var camData = camera.GetUniversalAdditionalCameraData();
if (camData.renderType == CameraRenderType.Overlay)
return;
for anyone who struggling with problem
idk why but in the wave part i check the graph thrice but it had no error an the wave was going to the z pos instead of y pos, anyone please help
In 6:55, you can connect the Sine node to either Z or X.
@@paro456 thanks now it is fixed
I did it, but while the transparency of the water is selected in the scene mode, the transparency disappears when I enter the game panel (underwater is not visible). what is the reason, thanks.
Maybe you forgot to check the opaque texture option
@@paro456 I had the same issue where underwater effects are not visible, but opaque and depth textures are checked, and the camera opaque and depth are set to "use URP settings"
@@cosmicnarwhalgaming If you want a plane to display both sides, you need to set Two Sided or Cull Off in the shader.
@@paro456I cannot find this two sided/cull off setting. Could you tell me where this setting is? thanks.
I had another issue in which the foam appears very transparent and not visible enough for my liking. I have made sure the foam color is exact white, and the alpha of it is 100. I am also using the same texture you are. However, even without this texture, the foam still appears to be slightly transparent. I have rewatched the foam section in the video and cannot find any mistakes. I was originally using the kmirrors assets, but the reflection seemed too bright and made most of the surface of the water bright white, even with 0 smoothness. So I replaced this for a reflection probe, but the probe seems to just cast light on the water, not give reflections of the actual environment.
@@cosmicnarwhalgaming You can contact me through Discord, so I can better help you resolve your issues. paro456d
I have the same issue in the shader created using Amplify shader editor, can you able to point out the issue?
imgur.com/a/vxthX36
Connecting the nodes like this might solve the problem.
@@paro456 Let me try
After i did the refraction fix i still have some line but annoying outlines around all objects above the water. Double checked and rebuild the tut three time. I have no idea to get rid of it. Anyone has the same issue? R2021.3.
catlikecoding.com/unity/tutorials/flow/looking-through-water/
I found a post on the Internet that discusses the problem you describe, but I don't quite understand its content, maybe you should take a look.
did you change the screen position node at 2:56 to say 'raw'?
I have the same issue, I haven't solved it myself yet but I found a very quick way to largely reduce it : switch "Opaque downsampling" to "None" in your URP pipeline properties (Edit > Project Settings > Graphics > Right click on "URP-HighFidelity" > Properties > Opaque downsampling > None
Edit : this + deactivating the antialiasing completely removed the issue for me, but at the price of having no anti-aliasing
You still did better than me. I can't get anything to work at all when it comes to this or Unity looses files. Its why I absolutely hate its URP and HDRP and been trying to figure out how do this kind of thing without either. (And not using the annoying shader scripting either).
i still cant do the refraction fix.
i try to do it in built in render pipeline though. IN.screenPos.w gives me nothing