Curious to read the blog post! Are the shorelines/intersection distance field based? I'm under the impression you're doing something else but I could be wrong! π Are you using the Single Layer Water or is it a translucent mesh?
Spot on :) singleLayerWater (so easy to work with), distance field for foam near other props, and a nice idea stolen from Alba, a floodfill texture for the waves. But itβs not obvious on the vid.
In your opinion(s), how does the Godot VisualShader graph compare to UEs materials/shader Graph? Its one aspect I havent touched yet after moving from UE so Im curious what your thoughts on it are?
I like it, it's snappier than UE when iterating, and it gives you light function shaders! π‘You can't do that in UE. For a NPR game, that's BANGER (And I'm all into NPR)
It got almost everything I need, just a few missing nodes. But they're coming or available with an addon.
I have 2 serious complaints:
- no material functions. That's a bummer.
- no param organisation. I like when I can create groups of logically ordered params
Comments
Alba water breakdown : https://x.com/maxvandm/status/1584869494392229889?s=46&t=QG5qnWaHLbA0y47-hYncbQ
I have 2 serious complaints:
- no material functions. That's a bummer.
- no param organisation. I like when I can create groups of logically ordered params
But they're minor, you can definitely create cool shaders!
May be publish high-res photo without compression at least?