Here's a quick recording of a simple yet realistic Unity/URP water shader I wrote for my ShaderGraph course at TheSIGN - Comics & Arts Academy . Not the simplest example for aspirant 3D Tech Artists, but I believe that this shader has everything needed to teach my students some basic nodes and graphic techniques, along with the idea that complexity is just an extension of simplicity: this shader may appear complex at first sight, but it is made of a bunch of simple blocks of nodes, each adding a specific feature. Another way to understand this is the concept of Divide et Impera: a complex problem can be subdivided into smaller problems that are simple to solve, just to put them together again to solve the main, complex problem. Shader's features include: - Reflections by probes - Fake refraction, background distortion - Animated waves via normal maps - Depth fade (color or gradient) - Caustics projection - Animated foam on intersection between water and other objects - Keywords to enable/disable features Possible improvements: - Vertex displacement - GPU tessellation (ShaderGraph doesn't support it, code needed) - Ripples/Movement effects for 3D interaction - World Space projection (non UV-based, useful for oceans) #unity #shadergraph #vfx #shader #rendering #realtime #CGI #3DArt #dev

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