着色/阴影 Optically Realistic Water 逼真的水

本帖最后由 虎哥 于 2019-9-3 15:57 编辑

插件名称:Optically Realistic Water插件官网:访问官网
版权协议:Red pine1.1解压密码:通用密码
Optically Realistic Water
47149964-7a570800-d318-11e8-9420-74cf4619b35e.jpg

Contents
The shader actually consists of two parts:
WaterSurface.shader
WaterUnder.shader
WaterSurface.shader is intended to be used with the water plane and renders reflections, subsurface scattering, etc.

WaterUnder.shader must be applied to any renderers which could potentially be submerged in the water (such as the terrain, etc.).

Water.cs should be attached to the water plane and handles planar reflections and all shader parameters. It is mostly self-explanatory if you are at all familiar with Unity's existing water shader.
Just like in Martins' project, you can click and drag the sun into any position you like.

Features
Reflection with accurate fresnel reflectance model
Refraction with chromatic aberration
Projected caustics on geometry from the water surface based on normals
Seamless transition to underwater (no post effects used)
Accurate water volume with light scattering
View and light ray color extinction based on water color and sunlight
Additional features/changes
Refraction is masked based on depth to prevent foreground distortion artefacts
Normal map intensity fades out with distance to prevent excessive distortion artefacts
Clip plane offset depends on camera distance from water plane, which reduces artefacts when close to surface
Some shader calculations moved into scripts (sun colour, for example)
Some optimisations (much more could be done here)
Removed/unported features
Simple coastline detection (I didn't want this shader to rely on baked shoreline maps)
"Caustic fringe" effect
Above/below water transition droplet post effect
Underwater distortion (it's not a real physical phenomenon so I chose to remove it)
"Glitter" post effect
Limitations
Due to the required underwater shader, you may find it very difficult to adapt this to an existing project and thus it should be considered more of a prototype or proof of concept. This is also a limitation of Martins' original shader.

The shader uses forward rendering and has not been tested in deferred.

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作者 虎哥 发表于 2019-9-3 15:56:38

gispage

Optically Realistic WaterOptically Realistic WaterOptically Realistic Water
发表于 2019-11-1 16:46:43

alexander_ly

谢谢分享。要是有介绍视频就更好了。
发表于 2020-2-1 11:35:35

yl25349558

看看
有图吗
发表于 2020-3-2 07:47:03

HelloWorld

感谢楼主分享
发表于 2020-5-13 21:24:33

mspring

支持~~~~~~~~~~~~
发表于 2020-5-20 09:49:00

baoweiyan

谢谢分享 谢谢楼主
发表于 2020-5-25 13:51:04

siovois

NB感谢楼主分享
发表于 2020-8-9 09:13:43

luoxiang

感谢分享
发表于 2020-8-29 15:16:30

colorwlof

111111111111111
发表于 2021-5-6 10:00:10

%E6%99%A8%E6%99%A8%E4%B8%80%E5%AE%9A%E8%BF%87%E5%85%AD%E7%BA%A7

不错不错不错不错不错
发表于 2021-11-9 08:59:26
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