Comments (6)
Added a height based scattering in the commit referenced above.
Best way to experiment with it is to set the Crest Colour to bright red! You can can experiment with the height range and and exponent/power and have some fun making alien planet ocean waves :).
I've used a similar term in previous projects and its worked pretty well. I thought of more complicated schemes but simplest might be best here. Its not very scientific - a good direction for RnD would be to offline render what the scattering looks like and actually try to approximate it..
Anyway let me know what you think. I'm pretty happy with the results im getting from this in the main scene (example content) on this branch..
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Put it in a box :)
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Bonus feature time.. ive added an optional term for shallow water, in real life the ocean floor has a dramatic effect on the ocean colour due to all the multi-scattered light, and this attempts to approximate this effect:
Together these additions should give a much nicer range of colours from the water.
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Oh cool, I'd been thinking about making an issue for shallow water colour. Just tried it in our scene, it looks awesome!
I couldn't get the height lerp to do anything at first, but it turned out that Unity needed me to toggle it off and on again (it defaulted to on), which it kicked into gear. I assume that wouldn't be an issue on a new material. I think something similar happened a while back when you added a toggle to something else. Problem-Solving 101—try turning it off and on again.
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Oh, and it might be a good idea to clamp the Height max and depth power parameters, since they seem to break if they're set to zero.
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Yeah i've had to do the same turn off and on again myself :/ i'll consider adding a note in the readme.
I've tweaked the ranges and merged it into master now. If you have any feedback or issues with it let me know and i'll reopen. Nice one!
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Related Issues (20)
- Boat Physics - Adding colliders and player to boat causing big issues HOT 1
- Problems when rendering HOT 1
- Shader broken on 2022.2.4 on Metal HOT 5
- URP reflection error when using two cameras after build. HOT 3
- Updating ShapeFFT parameters runtime, generates a lot of garbage HOT 5
- HDRP underwater volumetric lights not working properly HOT 2
- Local / movable spectrums or crest shapes HOT 3
- Foam / wake vibration when approaching whirlpools HOT 20
- Pressing the Windows Key in the editor disables underwater rendering HOT 3
- Wake / foam artifacts when moving the camera quickly HOT 11
- Delayed LOD / tile enabling when using large clipping areas HOT 5
- Depth Cache not populated - Exported Image is Black HOT 8
- Water interaction is not visible when moving camera away from the sea level HOT 1
- Underwater broken with XR multi-pass rendering HOT 1
- No caustics, no shadow data and/or constant shadowing on iOS
- Error of Does not exist some Classes. HOT 1
- Sporadic gaps / precision errors in tiles. HOT 31
- SphereWaterInteraction and RegisterDynamicWavesInput do not work correctly inside a flow area HOT 11
- Activating flow in the material when oceanrenderer is running does only work in editor HOT 2
- FindObjectsSortMode HOT 3
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