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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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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...
Grass solutions... 10/28/2019
I'm experimenting with creating my own grass for Unity...
Faux fog effect with atmospheric scattering... 10/26/2019
I created a scene using my faux fog shader along with the atmospheric effect I spoke about in my previous post, and the result is quite nice.
Playing with old effects... 10/24/2019
I looked at Unity's "Adam Exterior Environment Pack" in effort to understand how the creators made it look so good and I discovered a few main differences between the project and my projects...
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