SampleWater shader, differed lighting, and Global Fog

Node-based Shader Editor

SampleWater shader, differed lighting, and Global Fog

Postby Basilisk » Sun Mar 31, 2019 4:42 pm

Using Unity, I spent a couple months building a world with differed lighting, and added the Global Fog effect to the camera for nice, height-limited fog.

Now that I ready for a water shader, someone suggested Amplify Shader so I bought it. Instantly I see I have a problem- your transparent shaders don't work with global fog.

I need some guidance on what to do. I cannot change from the differed lighting engine because I require the better lighting model, and my global fog is integrated into the day/night cycle. I need some guidance on how I can move ahead with a proper water shader.

[edit] I should add that I am using the built-in render pipeline and Unity 2018.3, focusing on DX11 and above.
Basilisk
 
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Re: SampleWater shader, differed lighting, and Global Fog

Postby Cyntherius » Mon Apr 01, 2019 11:16 am

Hi Basilisk,

ure using deferred lighting on your camera, right?
Im wondering you doesn't recognize deferred rendering doesnt draw trasparency, only opaque.
So why is your water drawn with transparency? Obvious it need to be rendered in forward and maybe there is the also problem with your fog!?

Maybe you need to use the post processing stack fog?
Cyntherius
 
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