Hm... With that you are in an easy case. There are many example images on the net for flowing water material setup with nodes. Probably you'll find a thing that is really close to what you want. Here is one basic example, I think you could start from here: https://udn.epicgames.com/Three/MaterialExamples.html#Wet If you…
No problem, may be a good question,too. I am taking your advices, I can't continue working without your suggestions and guidance . Your advices are taking too long to be implemented. I'm very new to shaders, so just give me some time to learn the basics and then I definitely share the results with you. For example you've…
I will try to work on a solution for the dynamically merging normals, I just have to understand the sobel thing first. Unfortunately I don't remember to the name of the anim tool for Unity but as I saw it is close to Matinee in Unreal, so it could work. About the realflow thing: I don't think that you could use that…
Thanks for your replies. Actually I got more energy to work on this by your positive comments. Once this shader finished,I'll optimize and clean it (it is really messy and not suitable to share right now). There are lots of features missing (like the haze effect and so on) and I should make 'em all. (-: :-)…
Here it is... I made it in a new material so I couldn't access to the generated normals, but you can replace the normalmap from my example with the generated normals. Custom distortion:
I think I understand what you mean. Then I think you can make custom distortion. It is fairly simple, it doesn't do more than adding things into the coordinates of the scene texture. I'm making an example right now.
Okay here is V2 which already looks so much better. Now the example on the right side use the Sobel filter, but it doesn't look good on the edges... However it has a bit more liquid like look when the balls are merging. The trick for the smooth look was to render the dynamic texture at very low resolution , something like…
Yeah its a non-sense saying this. It goes against how it works in the real life :D There, if you have a windshield for example, and there is water on top of it, the windshield will still have specular reflection under the water, and the water will have an another. The windshield's one will get distorted by the windshield's…
Hey, I just made an example for you for the windshield wiper+dynamic bubbles... Sorry for the poor video quality, but hopefully its visible. I added only 1 dynamic bubble yet, but the others would work the same. [ame=" https://www.youtube.com/watch?v=JAJ-pImnqKc"]https://www.youtube.com/watch?v=JAJ-pImnqKc[/ame] Also here…
I still think a dynamic, render-target texture is the way to go. With a random timer and some random properties you can "stamp" as many water drops as you want onto the windshield normal map: (Notice the fringe of neutral normal map colour so when a drop falls on top of another it'll clear the one below.) Each time the…