Gaming Homebrew game Unity and water shader

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Ventuaer

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Heya folks,
I've been working on a 3DS game for the fun of it, a demake of another game, which involves...a lot of water. How would you go about making a water shader/texture using unity on the 3DS?

So far my best bet was just a simple translucent water texture, but...it feels a bit cheap and I would like someo more effect, like water ripples and some foam near the edges.

I have tried drawing a line at the cross-section with the water plane, but it's not the easiest thing to program. (My intention was to draw a white line as a foam, but it would be a lackluster effect...)

My next efforts were water shader, but damn, I was not able to create a shader, as it seems that the unity is very limited in terms of shaders. By the looks of it, some of OpenGL's functionality should-be useable, but I was not able to render any shaders on real hardware & citra. https://gbatemp.net/threads/unity-3ds-shader.501169/ (talking about this shader for example)...
This is the current water effect:
1733765186654.png


And this is roughly what I am trying to do:
1733765287496.png
 
Your shader needs to be GL ES 1.1 compatible or a texture combiner or Fixed function shader,
no matter what shader you write it gets converted to GL ES 1.1. it can convert some simple GL ES 2.0 shaders like a simple texture or color blend but that is really about it. you pretty much have free reign in the vertex portion of the shader but the fragment part is tricky.

edge detection is interesting..if you can find a 1.1 shader that did that there may be a way to do the conversion
 
Last edited by Th3Travler,
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