I am trying to get water droplets ontop of surfaces in a PBR manner (primarily with reflectivity and perhaps distortion). I am able in the shader graph to add a second normal map ontop of my existing normal map for the water droplets.
However I have no idea how to make them have their own reflectivity varuables through a roughness textures and to make it distort the texture "underneath".
This is what I have for now(the droplets look like a disease more than actual water :P):
Any help would be appreciated!
Replies
Water is a different material than skin, so a better way to get differentiation might be to repurpose a clearcoat shader.