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Water Caustics updates... - Posted on: 11/17/2019   [Uncategorized]



I had a clever idea to improve my water caustics effect...

I wanted to blur the effect based on height, and I'm already using LOD mip-maps for fading the effect based on distance, so I tried using the same method for height, and it worked! It looks nice and since its just using mip-maps and not an actual blur, its really efficient too.

I'll post updates to my Patreon page soon.




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Ball updates... 9/10/2020
I replaced the smooth sphere surface with a model that has more depth and dimension.
Water Caustics Surface Shader 2/7/2020
The new shader is almost done...
Water Caustics Surface Shader 2/6/2020
I recently learned that projectors aren't supported in Unity's new render pipelines, so I've been trying to convert my projector-based water caustics shader into a surface shader...
AI? 11/23/2019
I'm seeing how difficult it would be to make a computer player...
Grass... 11/11/2019
More work on the grass shader...
Grass... 11/10/2019
Following up to my previous posts about grass...
Grass... 11/9/2019
Yep, more grass work!...
Grass... 11/7/2019
More experimenting with Roystan's grass shader...
Grass... 11/6/2019
I edited Roystan's grass shader...
Better grass solutions... 10/29/2019
In relation to my previous posts, I've been looking at better grass solutions for Unity...
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