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Improved water caustics fx... - Posted on: 10/10/2018   [Uncategorized]



I made a couple more improvements to the water caustics effect...

I still can't believe I've managed to figure all of this out and how realistic the effect looks now.

The improved version allows you to control the distance and amount at which the effect fades out. Combined with Unity's mip-map/lod features, it really looks great.

I'm cleaning up the code and organizing the files before I publish the updated version to patreon.




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What now? 10/28/2018
I am constantly conflicted between wanting to make something realistic versus something simple and stylish. I have so many different versions of this project now... its silly.
Improved Gem Shader... 10/28/2018
I updated the gem/crystal shader again...
Another random environment... 10/18/2018
I made several minor improvements to this new stylish environment.
Another random environment... 10/17/2018
I made lots of improvements to this new environment...
Improved Gem Shader... 10/17/2018
I updated the Gem Shader so it supports Fog and blends better with the water.
Another random environment... 10/14/2018
I posted a video clip of the new environment to Twitter and got a lot of positive feedback...
Another random environment... 10/12/2018
I added a snippet of code from my terrain generation script, just to quickly add some more rocks and trees to this new environment.
Another random environment... 10/12/2018
I'm trying some different styles/techniques in another random environment.
Improving the water caustics fx... 10/9/2018
I had a great idea to improve the recent water caustics effect...
Cloud shadows... 10/5/2018
I finished the new "cloud shadows" effect...
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