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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 次观看 • 1 年前 •via X (Twitter)

4 条评论

Underlying Reaper 的头像
Underlying Reaper1 年前

@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 的头像
Casual Garage Coder1 年前

@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 的头像
ryan1 年前

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

Casual Garage Coder 的头像
Casual Garage Coder1 年前

@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.

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