Realistic water node
Re: Realistic water node
Next problem..
So I have an object that is "Plane Clipped" (generally set) at the right times for
"Above" and "Below" water (Reflection & Refraction)..
Then I assign a "New Material (2TCoord based Shader)" to that object and..
NO MORE PLANE CLIPPING!
Whats going on?
So I have an object that is "Plane Clipped" (generally set) at the right times for
"Above" and "Below" water (Reflection & Refraction)..
Then I assign a "New Material (2TCoord based Shader)" to that object and..
NO MORE PLANE CLIPPING!
Whats going on?
Re: Realistic water node
Plane Clipping now done in the shaders themselves.. (otherwise no shaders..)
Only problem is that every object that touches this water will need to have its shaders
injected with this function.. (not really difficult or large amount of code so its O.K.)
Plane Distance discarded and replaced with simple distance on Y Axis.
Only problem is that every object that touches this water will need to have its shaders
injected with this function.. (not really difficult or large amount of code so its O.K.)
Plane Distance discarded and replaced with simple distance on Y Axis.
Re: Realistic water node
Water edges softened with "Fresnel + DepthEdges" (related to REFRACTION)..
Re: Realistic water node
Reflection image at edges softened with (1.0-Fresnel * Negative Edge Depth) related to REFLECTION MAP..
Re: Realistic water node
Normal Damping using Edge Values to gradually Flatten Normals as the fragment approaches hard edges..
This prevents reflecting at hard edges resulting in bogus reflections.
This prevents reflecting at hard edges resulting in bogus reflections.
Re: Realistic water node
No Hard Visible Edges..
No Depth Buffer Render! No ClipPlanes!
Still needs colour and a few extra tweaks but looks O.K. sofar?
No Depth Buffer Render! No ClipPlanes!
Still needs colour and a few extra tweaks but looks O.K. sofar?
Re: Realistic water node
Why is "Clip Planes" disabled the moment your material is bound to a shader? (GLSL or HLSL)??
It can be solved but it has the implication that all your shaders have to have a little function inside them
that can puts that shader in a "Specific Mode", i.e. NORMAL RENDER, CLIP ABOVE, CLIP BELOW or RENDER-Y-DEPTH..
This is O.K. but then makes it so that you cannot call your Water Scene Node "Totally Independent" (which is really what we'd like)..
Is there somewhere inside Irrlicht where this Clipping Plane can be FORCED even if Materials have Shaders Hooked to them?
It can be solved but it has the implication that all your shaders have to have a little function inside them
that can puts that shader in a "Specific Mode", i.e. NORMAL RENDER, CLIP ABOVE, CLIP BELOW or RENDER-Y-DEPTH..
This is O.K. but then makes it so that you cannot call your Water Scene Node "Totally Independent" (which is really what we'd like)..
Is there somewhere inside Irrlicht where this Clipping Plane can be FORCED even if Materials have Shaders Hooked to them?
Re: Realistic water node
its because its not enough that you simply enable the clip plane, you need to write to gl_ClipDistance in the GLSL shader
Re: Realistic water node
Every object shader touched by water gets Depth and Clipped Above Plane or Below..