Unity Ocean Shader Tutorial with Amplify Shader Editor: Part 2

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Hello!

Welcome to part 2 (the final part) of this Unity shader tutorial where we dive (yeah, I went there) right in to create an ocean shader with shoreline, depth, refraction and wave capability. All being tiled seamlessly across your big beautiful world.

I know a lot of my subscribers want to see this in ShaderGraph, but I'm either too stupid, or it's just not possible at the moment. So have this Amplify Shader Editor version instead (plus ASE is amazing), arm yourself with all the knowledge you'll need to create your own ocean/water shader for your games.

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First off, congrats my man!


Secondly, amazing tutorial! I can't believe I've just now stumbled upon your channel. I can't wait to dig through what all you have, and I look forward to more in the future too!

ZashenLp
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This is the best water tutorial on Youtube to this day, really well done!

HeavyMix
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I know it's late but CONGRATULATIONS!!

pierresainz
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Don't be scared when you make some minor mistakes you always do a great job :)

BarcelonaMove
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Dude just so you know this has been super helpful so thank you! I am using this technique to make a shader for one of my VRChat worlds!

SmashedPotatoStudios
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Thank you for letting me know a great shader. I have a question. Can I use this shader on "Built in"?

yoummanho
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Thank you again for another amazing tutorial. Watching you work is inspiring and calming. Your attention to details and your organization are a motivation.

guillaumecorbin
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Thanks for the tutorials, I followed it and I'm really happy with the results but I have a real time sky in my game and when it's night time or overcast the edge foam isn't visible, seems to be affected by the directional light? Any way around this? Thanks

derkoi
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Congrats ♥ Nice work! thanks for sharing dude

yuyure
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Hi dear. First of all thank you for the tutorial. Its very nice!
I've just recreated your shader in 2021 in unity 2021.
So I've got some questions about it.
1. I found that my colors a little bit off. That's because in unity 2021 in Project Settings->Player->Other Settings->Rendering->Color Space is set to Gamma by default. I guess you set it to Linear. The question is which one is correct? If Gamma mode has been set, colors look too bright for me, but if it summer outside, may be that's correct, I don't know. What is your opinion about it?
2. Refraction you use in the shader. Is it called screen space refraction? Because usually to implement refraction people add another camera, which renders environment into texture, and use this texture in the shader. Is it fast? I mean, could it be used on mobile devices?
I know a lot of people use Fresnel to achieve transparency in some areas of water, usually close to the shores. Which method is faster?
3. It'll be good if you can make a tutorial about water/underwater switching, with shaders and scripting.

max_nadolny
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thanks for this, im gonna recreate on my project to see if works well :)
very impressive, congrats!

patitocastrosubs
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This is helped me sooo much man!
thank you for the awesome tutorial!!!

keep it up

Nenepoo
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Hey man, keep the good work. One quick question, do you think it's going to be too much of modification to make the water more dynamic. Example, dropping an object could make circles or moving an object cause waves... you got the point!

ilet
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Great and really detailed tutorial, thank you for that!


Also you couldve added a reflection to be even more realistic but thats just imo

IvyTeaRN
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Amazing tutorial! I am making a modular environment pack and for a preview was looking for a good water shader, this is perfect. :)
Also I have gotten the intersect to work in Shader Graph, yoohoo!
I have two questions. What different would you have done for a river shader?
And when's the part 3?

namesurname
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You can also use remap to constrict the values within the shader gui

pierresainz
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Hi. This tutorial is Wonderful. and.. I have a problem. It's a overlap of depth and water distortion. This is so weird. How can I only make the distortion visible?

DHKim-rgix
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Would you consider adding normals reconstruction to the shader? Amplify developers provided the example, but i have troubles incorporating it.

dfhdgsdcrthfjghktygerte
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Awesome! Would be awesome to have a tutorial on how to incorporate this for rivers to make it look at least like they did it in Foundation.
I guess it's not that easy to make a realistic flow though with just shader.

MTandi
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Although I saw this a year later, but congratulations!!

JayXu