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July 7, 2012

water/undewater shader WIP

This is a water shader I am working on in my spare time. The work is based on my own observations of water characteristics and written from a scratch. It is still a work in progress.
Right now the water surface is a plane, but support for real geometry waves is on its way.


Due to my old computer I am currently on, I am almost unable to capture a video with decent framerate, but the shader uses simple calculations and runs very well on even 6 years old mid-end hardware.








thread on BlenderArtists HERE


blend HERE


known issues and bugs:
- OpenGL clipping plane is not working on some GPUs
- mouselook goes wacko on some BLender versions but works fine in others
- some are reporting that sun-grab is not working
- and for some it does not open blend at all..

9 comments:

  1. Incredible work! That's some amazing water.

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  2. this is just so awsum , words cant describe it! :)
    can i use this great work in my game project? with your credits ofcourse..

    regards,
    Dharmil Asawla.
    CEO & Founder of Spheron Incorporated.

    ReplyDelete
    Replies
    1. Hi,
      well you can try, but the setup is very fragile and the shader is a mess itself. Hopefully I will make a more usable version sometime soon.

      Delete
  3. really like this! I am wondering though how to change the texture of the landscape, any ideas?

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    Replies
    1. you mean that checkered texture on the ground? you can switch it with any other texture in material editor in Blender.

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  4. Awesome work !! But this shader still buggy i think ,i append it to my project to test it ,but the water shader is'nt working .

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    Replies
    1. yeah the setup is yet very fragile. I hope to continue the work on it and make it more accessible for others to implement.

      Delete
  5. Hello, this is really awesome and super realistic. I tried integrating bgui v 0.08 into the blend file you posted but its doing something weird. The frame buttons are having their color modified by the "watershader_high" shader. As a result the bgui label text cant be seen. I did some digging and narrowed down the problem to the vertex shader. If the line "gl_Position = ftransform();" is commented out then the labels show up(but no water shading ofcourse).

    I dont really know if this is a bgui problem or something with the shader and I know very little about graphics coding in general.

    ReplyDelete