27
2021
Boat Attack URP Water: Add Underwater surface flip
Just modify 2 lines from the scripts and you get visible waterplane when going below surface. The idea is to check camera Y position, if below 0, flip normal and flip matrix for mesh. Boat Attack Project:https://github.com/Unity-Technologies/BoatAttack Inside Water.cs & PlanarReflections.cs replace these 2 lines:
9
2016
Shader Z-Fight Offset
(screenshot with Quad mesh placed on top of Plane with raycast hit.point) If you want to use Raycast hit.point to place quad on a flat surface, it will most likely create Z fighting issue.. You could add position offset by hit.point+Vector3(0,0.1f,0), Or use modified shader […]
18
2015
Surface Snapping in Editor
These snapping features are super useful! Note that if you have “Pivot” enabled instead of “Center”, it snaps from the center of the sphere instead. Surface Snapping While dragging in the center using the Translate Tool, you can hold Shift and Control (Command on Mac) […]
28
2012
Sea Surface Shader (test)
One more water shader test.. Its almost default specular shader with normal map(s) and “bottom texture”.. Webplayer: http://unitycoder.com/upload/demos/SeaSurface3/ Download source: coming later..
7
2012
Water Shader Test (from 3ds max shader)
Tried to convert this .fx shader to unity, almost works, but not quite the same yet.. Webplayer: http://unitycoder.com/upload/demos/3dsmaxwatershader_unity1/ Download source: maxWater5.unityPackage
5
2012
Water Shader Test (from minecraft plugin)
Tried to convert one minecraft water shader to Unity.. some bugs left, as it doesnt really look that nice? (although havent seen the original in action..) Webplayer: http://unitycoder.com/upload/demos/minecraftwatershaderpluginUnity1/ Shader source:
12
2012
Sea Surface Water Shader
New test for a sea surface shader.. still some problems there.. (based on this webgl water) Webplayer: http://unitycoder.com/upload/demos/seashader2/ Download source: later..
3
2012
Sea Waves
Sea Waves testing. Its quite “heavy”..but looks nice. Info v1.0: – Special perlin noise map (128×128) is updated every frame and used as a height/waves-map for the sea mesh (converted from “Heightmap Test” by Simon Bethke, licensed under Creative Commons Attribution-Share Alike 3.0 and GNU […]
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