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Windwaker like water effects using material shaders

i am trying to recreate the shaders for water effects in windwaker discussed in this thread http://www.polycount.com/forum/showthread.php?t=98578
using shader forge

i have a scene with waves and some rocks. i figured out the waves part with scrolling textures and moving the water plane's vertices using noise. Now i need the rocks and my player reacting to the water i.e having foam around themselves when they touch, also leave some ripples and trail behind in case of the player(like windwaker).

how can i achieve this effect?

if this can be achieved using the particle system can anyone show me how to do it?

thanks in advance

Replies

  • Zoid
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    Zoid polycounter lvl 14
    non-interactive ambient foam/ripples/wavepeaks with particles is doable. this would be for continuous ambient motion - horizontal billboards (can't accept local orientation) but just simple textures to give a toon feel

    two stretched billboard emitters, angled, emitting per distance can do a wake

    a good trail render would be ideal; unity's native trail render will orient to cam (2d) so it is not sufficient.

    windwaker boat sea parting IIRC seemed to be x2 meshs that scaled up with a texture scroll - one per side, so a character moving in a circle creates asymmetrical splash shapes

    as for triggering them to be interactive, dynamic, events will be all scripting
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