Browsing articles tagged with " water"
Mar
1
2020

Waves Shader

Tried to create similar waves in shader as this tweet: https://twitter.com/akivaw/status/1226681850564956160 Shader source:https://gist.github.com/unitycoder/7b501f5d6af03dbabd48c16c08767fe3*2 pass shader to draw underwater slightly differently

Mar
8
2016

Best Unity Github Repositories [+giveaway]

List of best public GitHub repositories: IMAGE EFFECTS Image effects collection – https://github.com/makoto-unity/OneStepEffects Filmic Tonemapping – https://github.com/kode80/UnityEffects SSAO – https://github.com/keijiro/KinoObscurance Bloom – https://github.com/keijiro/KinoBloom SMAA – https://github.com/Chman/SMAA-Unity Screen water drop, Blur, Oil Paint, Pixel, Color- https://github.com/QianMo/Awesome-Unity-Shader ANTIALIAS Temporal Reprojection Anti-Aliasing – https://github.com/playdeadgames/temporal Subpixel Morphological Antialiasing (SMAA) […]

Feb
20
2014

Beach Sand Water (shader)

Quick test for beach shader.. Inspiration from this topic: http://forum.unity3d.com/threads/229473-Wet-beach-texture Info: – Nothing much happening there, beach has moving mask to change color – Water plane has moving vertices and quite basic normal mapped transparent shader – Transparency glitches here & there.. (goes out of […]

Feb
3
2014

River Mesh Generator

Testing river mesh generation, idea is from forum topic: http://forum.unity3d.com/threads/225561-Is-there-any-way-to-have-a-river-flow-without-flow-maps?p=1502875 Webplayer: http://unitycoder.com/upload/demos/RiverMeshMakerUnity/ Features: – Start point, length, width, segment length, adjustable x-position (middle of the river), in the screenshot using Mathf.Cos(#) – Each piece/segment has UV (0,0 to 1,1) so can scroll the texture to […]

Aug
1
2013

Testing OnParticleCollision()

Testing the new 4.2 feature, shuriken particle collision event: http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.OnParticleCollision.html Collision event returns info from particle: Collider, intersection, normal, velocity http://docs.unity3d.com/Documentation/ScriptReference/ParticleSystem.CollisionEvent.html Features: – Tried to make the spray look like water..but that didnt work out yet.. – Particles hit the plane, and fire that OnParticleCollision […]

Apr
12
2013

Water Particles

Converted this javascript demo to Unity C#: Aqualibrium by Gerard Ferrandez Info: – Had to make some modifications since all those javascript [this] that.x variables were quite complicated..but seems to work 🙂 – Screenshot shows 500 spheres with debug.drawlines to each neighbour particle (added gravity […]

Apr
8
2013

Eulerian Water Simulation C#

Converted one 2D water simulation to Unity, see original code & video (youtube) – source link at description (by Matthew Bettcher) Check the old test also: 2D Fluids with Cellular Automata TODO: – Erosion? – Floating objects? – Different types of fluids? Webplayer: http://unitycoder.com/upload/demos/WaterSim2/ (texture […]

Nov
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..

Nov
7
2012

Water Night Scene

Wanted to make something like this skyrim water (click-> , but it didnt came out so well.. – Using similar shader as in previous water tests: just sliding & mixing UV’s and bumpmaps and alphas. – Ground shadow is just a plane with darker texture […]

Sep
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

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