SampleWater shader, differed lighting, and Global Fog
Posted: Sun Mar 31, 2019 4:42 pm
Using Unity, I spent a couple months building a world with differed lighting, and added the Global Fog effect to the camera for nice, height-limited fog.
Now that I ready for a water shader, someone suggested Amplify Shader so I bought it. Instantly I see I have a problem- your transparent shaders don't work with global fog.
I need some guidance on what to do. I cannot change from the differed lighting engine because I require the better lighting model, and my global fog is integrated into the day/night cycle. I need some guidance on how I can move ahead with a proper water shader.
[edit] I should add that I am using the built-in render pipeline and Unity 2018.3, focusing on DX11 and above.
Now that I ready for a water shader, someone suggested Amplify Shader so I bought it. Instantly I see I have a problem- your transparent shaders don't work with global fog.
I need some guidance on what to do. I cannot change from the differed lighting engine because I require the better lighting model, and my global fog is integrated into the day/night cycle. I need some guidance on how I can move ahead with a proper water shader.
[edit] I should add that I am using the built-in render pipeline and Unity 2018.3, focusing on DX11 and above.