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The idea was to basically use minimum blending and use all 4 color channels on the screen to write 4 depths: Nearest frontsurface, nearest backsurface, furthest frontsurface and furthest backsurface. (you can do min and max by inverting the numbers) Rendering the liquid with ZTest Off gives a pretty...

11,358 görüntüleme • 8 gün önce •via X (Twitter)

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Mykhailo Moroz profil fotoğrafı
Mykhailo Moroz8 gün önce

For the last week I've been working on a fast enough way to render realistic light refraction through multiple layers of liquid in my VRChat fluid simulation. Ended up using a multilayer screen space ray marching solution to approximate the path of light.

Mykhailo Moroz profil fotoğrafı
Mykhailo Moroz8 gün önce

Also I'm working on other rendering modes, but this one needs better shadow implementation... As you noticed I'm working on a nicer demo world, hopefully I'll release the world and the fluid simulation plugin soon enough.

cnlohr profil fotoğrafı
cnlohr7 gün önce

Is this world public yet?

Mykhailo Moroz profil fotoğrafı
Mykhailo Moroz7 gün önce

not yet 😅

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