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Improved Gem Shader... - Posted on: 10/28/2018   [Uncategorized]

I updated the gem/crystal shader again...

I noticed the skybox was "burning" into the screen, so I had to undo the recent changes. But, I added a nice fade effect at the base of the crystals and increased the refraction and color multiplier, so they now look more opaque and colorful.

I've also made numerous updates to other aspects of the project...

I updated the water, so the under-surface is more transparent. I updated the terrain generation and decreased some of the quality settings so it loads faster. I adjusted the colors and tint of the grass, in attempt to get it to blend better, which has been an on-going challenged for me in Unity.

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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.
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.
Improved water caustics fx... 10/10/2018
I made a couple more improvements to the water caustics effect...
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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