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Finally! We can look underwater in #VRAGE3 (confirmed: no aliens there). It is first implementation with just a distance based fog and nice refraction when looking through the water surface. It also features new FFT based waves on the surface.

15,578 görüntüleme • 2 yıl önce •via X (Twitter)

9 Yorum

yung shrimp profil fotoğrafı
yung shrimp2 yıl önce

oh yeah this isn’t terrifying at all can’t wait to play it

CheapyCheap profil fotoğrafı
CheapyCheap2 yıl önce

What would it look like occluded by an interior with the volumetric water? (And possibly through a window?)

Todd profil fotoğrafı
Todd2 yıl önce

Hmmm...with the code already in place for handling pressurized atmosphere in ships...how much more would be needed for functional submarines? :)

KaiiKiller profil fotoğrafı
KaiiKiller2 yıl önce

Will it have a pressure effect depending on how far down you go from the surface?

tachanka main and 145 others profil fotoğrafı
tachanka main and 145 others2 yıl önce

@KeenSWH If you can give us drag and impact then this will be amazing. Imagine the ship hitting water and slowing and water starting to flood a ship on impact. If it can put out fires it could be a plus lol

mc_jojo4 🇸🇪 profil fotoğrafı
mc_jojo4 🇸🇪2 yıl önce

God imagine Barotrauma type monsters in the depths, I know something like won't be implemented due to the theming of a sandbox game but it would be sick heh

GOD 💙 profil fotoğrafı
GOD 💙2 yıl önce

Awesome. Now do aliens 😋

rick profil fotoğrafı
rick2 yıl önce

Can't wait to play it some time!

Jan Orszulik profil fotoğrafı
Jan Orszulik2 yıl önce

But... but... the aliens! Anyway, it's looking great!

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🧑‍🏫 How to make a glass/refraction shader: 🍷 Refraction will ultimately have the effect that whatever is behind your mesh should appear distorted by the surface of the mesh itself. We're not going for external caustics projection, just modelling glass-like, distorting "transparency". 🌆 In Unity, you can sample the *global* _CameraOpaqueTexture (make sure it's enabled in your URP asset settings), which is what your scene looks like rendered without any transparent objects. In Shader Graph, you can simply use the Scene Colour node. 🔢 The UVs required for this texture are the normalized screen coordinates, so if we offset/warp/distort these coordinates and sample the texture, we ultimately produce a distorted image. We can offset the UVs by some normal map, as well as a refraction vector based on the direction from the camera -> the vertex/fragment (flip viewDir, which is otherwise vertex/fragment -> camera) and normals of the object. 📸 Input the (reversed) world space view direction and normal into HLSL refract. **Convert the refraction direction vector to tangent space before adding it to the screen UV.** Use the result to sample _CameraOpaqueTexture. refract(-worldViewDirection, worldNormal, eta); eta -> refraction ratio (from_IOR / to_IOR), > for air, 1.0 / indexOfRefraction (IOR). IOR of water = 1.33, glass = 1.54... 💡 You can also do naive "looks about right" hacks: fresnel -> normal from grayscale, which can be used for distortion. Or distort it any other way (without even specifically using refract at all), really... 🧠 Thus, even if your object is rendered as a transparent type (and vanilla Unity URP will require that it is), it is fully 'opaque' (max alpha), but it renders on its surface what is behind it, using the screen UV. If you distort those UVs by the camera view and normals of the surface it will be rendered on, it then appears like refractive glass on that surface. > Transparent render queue, but alpha = 1.0.

Mirza Beig

125,253 görüntüleme • 1 yıl önce