Unity Shader Graph - Simple Water Shader Tutorial

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I thought the tutorials I had found on the subject were a little too in-depth for the types of users that would actually be using shadergraph, so I made my own tutorial.

This is just a simple water shader based on the methods used by PolyToots & Mert Kirimgeri in their Youtube tutorials.
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Nice! I try to usually hide the fact that it's the same textures panning by having them move in different directions. Works well so long as you don't look at the textures too closely. Though I suppose if this were more like a river then you'd want both going the same way as you have it.

A note for the tiling, I mentioned in my tutorial that there was no append node, so I couldn't do world space UV's (which are ideal for water, if you're duplicating planes around). But since then, shader graph has added the append functionality. I don't want to link my own videos in your comment section, but if you check out my height blended vertex painting tutorial, or even the tri-planar, I cover the use of world space UV's in those, if you were interested.

PolyToots
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