Half life 1 custom water texture4/8/2024 ![]() ![]() For an ocean and most water surfaces in general, this means you will get a more opaque appearance in the distance. The depth fade in opacity will make your water more translucent with objects closer to the surface and more colored when objects beneath the water are further away. A deep saturated cerulean blue with some extra intensity works great. Multiply it by the brightness you wish the highlights to be, and add it to your ocean color. If the texture is imported as an uncompressed linear grayscale, multiplying it by itself will give you a cheap gamma-corrected version to add on. Add that to the UV coordinates of your water texture (tile it as many times as you need). Pan the bubbly normals, mask RG, and scale down by 0.05 to 0.1, or however strong you wish the distortion to be. In the picture above, the Roughness GGX Specular is not even used, so the distortion is actually doing most of the heavy lifting for this effect. Making the material unlit and removing vertex fog will eliminate a ton of instructions. If you have a sand texture underneath, this water will be cheaper to render than the sky. This material only costs 46 pixel shader instructions and 45 vertex shader instructions despite being a translucent material with depth fading. Expanding the depth fade and lerping the result to different colors, you can make deeper waters a much darker blue than shallow areas. ![]() By updating the sun's rotation in blueprints, the specularity on the water can change according to the sun's position. Since the lighting is handled using forward-rendering techniques, you can get benefits out of this system that you can't with UE4's deferred renderer, like changing the color of the specularity, coloring by sphere maps, iridescent effects. And the distortion normal map only needs to be 256x256 pixels. And if you use 1k maps, you can cut that size by 1/4.
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