At first, i dont fully call this water “Stylized” because it depends a lot on how its used, what foam is used… So i will call it simply water shader : D
A few days ago, the fifth parof my water shader tutorial was released.
I know the tutorial isnt finished, but the things left are custom editor and some polish, so i think that you will be perfectly able to make the water shader with the first 5 parts : )
There are currently 5 parts(will be updated when 6 is out):
Colors
Waves
Foams
Realtime Reflections
Custom Lightning, Surface , lights and refractions options
Part 6.1 is out, started explaining and doing the custom editor and undo actions.
ALSO, because ive updated ASE, and loved the new changes, Im planning to do a Bonus part for ASE users ;D
I wish we had another way than depth test to make shorelines (like SDF meshes). We can see that when there is no object behind the shoreline (or too deep), it doesn’t appear. It’s “ok” for the most part, but not ideal.
Hello, thank you for this tutorial.
I making it in Amplifier Shader Editor by myself.
I’m at the part 3 in the tutorial.
that interests somebody to have the nodes for Amplifier here? if I can help a little bit I would be glad.
I just don’t know how to get the Slider node in ASE. I put only float1 because I can slide the values into the editor then.
In the 4 part of tutorial, I did everything before plug the turbulence to my reflection node.
I have the water script in, the Lightning color multiplied with all things but I get my reflection in the left bottom corner of the screen.
I think it’s about screenPosition node but I put in the UV in the ReflectionTex and changed it to “Screen”. Maybe Screen isn’t as SceneUV. Because I have the reflection on my Screen as a UI.
thank you very much!!
I could check by myself sorry…
I thought normalized meant “Normal” vector purpose. that takes quite sense if a normal vector is a perpendicular vector on a surface.
Hello.
I’m blocked at the “custom lighting”. cannot plug it into the custom light node with a surface output node.
so I changed my output node as a custom light but after then my normal and refraction aren’t working.
(someone explained me how to dot the light with the normal but I dunno how to blend my refraction with. that’s a bit too spicy for me for my level… orz)
I think I’ll waiting your ASE part for correct mine. I know you’re busy and you focus on another great tutorial !
please reply ping me when the ASE part is done.
Didnt have time to read your reply:
You have to set the “Light Model” to “Custom Lightning” in order to use “Custom Lightning” (XD so much custom and lightning)
Anyway you can check it now on the post
you’re so fast !! thank you. I was thinking about to wait 1month or more and it wasn’t a problem at all.
you made my day. that’s the best present I got today ! thank you!!
EDIT: oh, you made the normals one but the variable is let alone near the main output material attributes.
therefore, normals aren’t needed?
So, remade mostly 85-90% of the shader in unreal for now, gotta invest more on learning a bit more about the engine and the material editor. Going to investigate on realtime rendering now.
Oh and a question for Unreal bois, is there any built-in nodes for World Space Light Direction?