forked from BilalY/Rasagar
40 lines
3.1 KiB
JSON
40 lines
3.1 KiB
JSON
{
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"introduction":
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"""Welcome to the Water System Samples.
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The <a href="https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/water.html">Water System</a> allows you to add water to your scenes.
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This scene showcases the use of Before Post Process Custom Pass that allows you to further customize the water rendering, in this case blurring the hard waterline.
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<i>To make sure the project is set up properly, use the HDRP Asset Settings Helper buttons at the top of this component, otherwise some features might not be visible.</i>
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<h1>Waterline</h1>
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• The default Water line is a hard line separating over and under-water rendering.
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• This scene uses a <link="Waterline Custom Pass Post Process">Custom Pass</link> with a Full Screen Shader Graph injected Before Transparent. Water is a special kind of transparent so it still appears in the color buffer at that state.
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• The Full Screen Shader Graph samples the underwater buffer by using the HD Sample Buffer node with 'isUnderwater' selected.
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• The shader creates a blur effect around the line by sampling the HD Scene Color node.
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• A small distortion is added by stretching the UVs above the water line to create a meniscus like effect.
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• To prevent the effect from appearing when the camera is too far from the surface, the Camera Height From Water node is used.
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<h1>Drips and Droplets</h1>
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• In addition to the waterline, the same <link="Waterline Custom Pass Post Process">Custom Pass</link> is also used to add some droplets to further distort the screen UV before sampling the HD Scene Color node.
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• A double buffered <link="CustomRT.asset">Custom Render Texture</link> is sampled and offset at each frame to make the dripping effect. More information on the <link="CustomRT.shadergraph">Shader Graph</link>.
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• Moreover, in this graph, the rotation of the camera is used to modulate the gravity parameter for dripping water.
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<h1>VFX</h1>
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Multiple VFX are used in this scene:
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• For plants, a simple animation using vertex color from a mesh animates the branches separately with sin waves. <i>Open the <link="VFXG_FakeBoids_Fish.vfx">VFX Graph</link> for more information.</i>
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• The school of fish is attracted by a sphere moving in the scene and constrained by box and sphere to stay underwater. <i>Open the <link="VFXG_Alga.vfx">VFX Graph</link> for more information.</i>
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• The bubbles use the Sample Water Surface node in the VFX graph to prevent the bubble to appear above the water surface. <i>Open the <link="VFX_BubblesStream.vfx">VFX Graph</link> for more information.</i>
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• Lastly, there are lots of floating particles in the water to simulate dirtiness. <i>Open the <link="VFXG_Grain.vfx">VFX Graph</link> for more information.</i>
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<h1>Volumetric Fog</h1>
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• To make underwater rendering more realistic, Volumetric Fog has been added with an anisotropy of 0.5
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• When enabled, Volumetric fog uses automatically the caustics texture from the water surface to generate rays penetrating from the surface.""",
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"samples": []
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}
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