Replies: 1 comment 1 reply
-
Did a really quick and dirty change to var worldPos = streams.PositionWS; to var worldPos = lerp(float3(streams.TexCoord.x, 0, streams.TexCoord.y)*100, streams.PositionWS, 0.75); That way the gerstner expansion and contraction of vertices affects the microsurface of the water slightly; Stride.Gamestudio.Hrhura07j7.mp4The video starts with this change toggled on, then it is toggled off after a bit, then back on, etc. This is just a quick change though, I'm guessing moving this in the vertex shader/using world pos instead of the random |
Beta Was this translation helpful? Give feedback.
1 reply
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
I've just released a repo with a guide to try help bridge the gap in knowledge from the official documentation Effects and Shaders for Materials and working with the Material system in Stride, and a water shader demo project:
https://github.com/Basewq/BasewqStrideMaterialShaderGuide
Or just click here to go straight to the guide page.
This is not meant for complete beginners, as that requires a guide on its own. This would be more targeted towards intermediate level programmer.
Here's a video of the water material in the demo project (not an artist so sorry that it isn't the world's greatest looking water!)
water_demo.mp4
Feel free to state what other gaps need filling (though keep in mind this more to do with the Material shader - things like compute shader is a different area), pass along your own tips and tricks here, or what you think should be added to the official documentation (don't say all of this).
Beta Was this translation helpful? Give feedback.
All reactions