Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

Vector field driven water shader with custom wave shape. Fixed wave normals. Still have to modulate them and add foam + mix with border foam. #vfx #glsl #gamedev #GodotEngine Indieverse | Indie Game Community ❤️

10,871 görüntüleme • 1 yıl önce •via X (Twitter)

4 Yorum

Underlying Reaper profil fotoğrafı
Underlying Reaper1 yıl önce

@Indieverse_x This looks really cool. You should add slight distortion to the water waves because they look too uniform to me

Casual Garage Coder profil fotoğrafı
Casual Garage Coder1 yıl önce

@Indieverse_x Indeed. It is planned. I'm just finishing the small refinement algorithm about wave intensity. Then, I'll either add a noise texture or a noise function.

ryan profil fotoğrafı
ryan1 yıl önce

@Indieverse_x what are you using to generate the terrain? would/could the water tech integrate with @TokisanGames Terrain3D?

Casual Garage Coder profil fotoğrafı
Casual Garage Coder1 yıl önce

@Indieverse_x @TokisanGames I'm using MultiMeshInstance3D with a vertex shader for bezier surface interpolation. The water algorithm is based on heightmap and could be used for Terrain3D (as far as I've seen). The whole thing is not finished yet tho.

Benzer Videolar