I made a simple test material of how i thought ill go around creating the shoreline, but it gives bad results, the depth biased alpha node takes in account pixels that are behind the pixels currently rendered (or smt like that?) which means it changes with the view.
test material:
results:
and
Note how the red (foam) is way larger near me and gets in real thin strip right away
So any ideas on how should i go around this? searched the webs and forums but ppl tend to keep things for themselves when it comes to details, they suggest using the Depth Biased Alpha as i am, but I'm not happy with it or maybe i am using it wrong
YES I KNOW this guy posted his material but its a little too complex for me to find out what part does the trick [ame="
http://www.youtube.com/watch?v=zggG0wCD7yw"]UDK Ocean Material Download Knights: Spiral Islands - YouTube[/ame]
Thank you in advance !!!
Replies
i'm not sure if there's a great way to get a constant area of foamy waves around the shore - i guess just make 2 materials and only apply the foamy one around the edge would work but might be a little expensive. if you just play with the depthbaisalpha settings you might get what you want.
[ame="http://www.youtube.com/watch?v=ugHySOCGgdg"]WIP Stylized Ocean Shader in UDK - YouTube[/ame]
Hmm, I'm having a hard time trying to figuring out how you set the shader up here. would you be able to show us what you did?
I wonder about areas that don't have geometry underneath, can foam be added there as well?