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

cnlohr7 gün önce
Is this world public yet?

Mykhailo Moroz7 gün önce
not yet 😅
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Laske This is pretty much the usual routine :) Turn field of view all the way down, apply depth of field, and always use the lighting! should get you a long way🙂
Snekonic
35,216 görüntüleme • 1 ay önce
