Hey guys, sorry about the cryptic thread title. I'll explain a little more.
I'm re-making an old Zelda dungeon in 3D to test out modularity for my university degree, and I'm wondering if it's possible to get the following water effect, where the edges are darkened, using a material shader:
As you can see, where the water meets a wall, it gets darker around the edges. I was wondering if it's possible to re-create this sort of effect using shaders.
In fact, how would you guys go about making such a water effect? Would you make it using a model you can layer above the ground, or would you make a material shader and apply it to the BSP (I don't want the water to be see-through)?
Thanks guys, hopefully you can shed some insight.
Replies
Out if interest what engine are you using
I just wanted to get some ideas because I'm not 100% sure how to go about doing it. I could just try the texture without the darkening, but I'm trying to stay true to the original game but with a bit of a handpainted twist on it.
EDIT: Neox beat me to it :P
could you invert it and multiply it over the top?
gonna check this real quick.
EDIT: hmm well Depth Biased alpha returns a float (thus cant multiply and invert) and needs the material to be translucent. One way I thought it could work is if I specify the color of the opacity part and the main part and lerp them together but it doesnt turn out like how you want it. What i would do is make the wall bottoms dark and when you go the depth biased alpha running into the opacity it will grab that dark and put that. Along with a dest color (think thats the one) you can simulate a fog like in the water.