Hello friends! My latest experimentations have thrown me down a rabbit hole of Water Shaders in Unreal Engine! I’ve had a tonne of fun playing with refraction, world position offset, creating procedural foam, procedural water deformation and vertex paint options. These shaders and materials were made from scratch without the UE4 water system as a base as I heard it was still quite buggy and had cause some of my friend’s engines to crash at times. If the internal system becomes more stable I might merge my system in the future!
I’m yet to add full interaction with the water, but some features I’d like to doodle with are - accurate surface ripples from moving actors using Render Targets and Custom Depth, large splashes/deforms using Blueprint events that measure the velocity and print a reeeally big deformation to the RT, skimming algae off the surface as you walk through it, as well as character affectation like wading/swimming on the surface.
I’m having a TONNE of fun working on this - if you’d like to
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