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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 Aufrufe • vor 1 Jahr •via X (Twitter)
4 Kommentare

Underlying Reapervor 1 Jahr
@Indieverse_x This looks really cool. You should add slight distortion to the water waves because they look too uniform to me

Casual Garage Codervor 1 Jahr
@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.

ryanvor 1 Jahr
@Indieverse_x what are you using to generate the terrain? would/could the water tech integrate with @TokisanGames Terrain3D?

Casual Garage Codervor 1 Jahr
@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.
