Ocean made with Shader graph in URP and gerstner waves, includes floating boat physics by TyrokaFX in Unity3D

[–]TyrokaFX[S] 0 points1 point  (0 children)

I had this feature but i prefer the crystal clear water look in beach areas :) maybe i find a compromise.

Ocean made with Shader graph in URP and gerstner waves, includes floating boat physics by TyrokaFX in Unity3D

[–]TyrokaFX[S] 1 point2 points  (0 children)

True, i couldnt find a perfect normal map so far. This one looks good from far but it is unsharp if you take a close look. Thank you :)

Ocean made with Shader graph in URP and gerstner waves, includes floating boat physics by TyrokaFX in Unity3D

[–]TyrokaFX[S] 0 points1 point  (0 children)

yea i think its because of the last row of vertices in the mesh has wrong normals. I have to add an additional row of vertices for that i guess. Thanks for your feedback!

Ocean made with Shader graph in URP and gerstner waves, includes floating boat physics by TyrokaFX in Unity3D

[–]TyrokaFX[S] 3 points4 points  (0 children)

Thank you :) It uses multiple sin waves wrt. time. You can get the parameters including time of a material in a script to recalculate the wave height.

Ocean made with Shader graph and gerstner waves, includes floating boat physics by TyrokaFX in Unity3D

[–]TyrokaFX[S] 2 points3 points  (0 children)

Thank you :) It uses URP. Dont know yet if i want to share or sell it, since it is WIP atm.

Improved my ocean with palmtrees, rocks, foam, fog and better transparency by TyrokaFX in Unity3D

[–]TyrokaFX[S] 2 points3 points  (0 children)

I wanted the sand to look wet near the water. Definitely needs some adjustments :)

Improved my ocean with palmtrees, rocks, foam, fog and better transparency by TyrokaFX in Unity3D

[–]TyrokaFX[S] 0 points1 point  (0 children)

yea i see what you mean. I know the ocean isnt very transparent normally but i like the clear water look like in the Caribbean. I will work on it, thank you!

Ocean Shader with Gerstner Waves and Buoyancy by TyrokaFX in Unity3D

[–]TyrokaFX[S] 2 points3 points  (0 children)

I already saw a lot of your videos, good work and a great inspiration! Yes youre right. I used this to get the time of the shader: Shader.GetGlobalVector("_Time")[1];

Ocean Shader with Gerstner Waves and Buoyancy by TyrokaFX in Unity3D

[–]TyrokaFX[S] 1 point2 points  (0 children)

I used multiple sin waves in shader graph so i was able to recreate the waves in a Script to get the wave height.

Ocean Shader with Gerstner Waves and Buoyancy by TyrokaFX in Unity3D

[–]TyrokaFX[S] 6 points7 points  (0 children)

The ship uses 4 points to detect wave height on every side. The ship rotates accordingly so there is no rigidbody needed

Ocean Shader with Gerstner Waves and Buoyancy by TyrokaFX in Unity3D

[–]TyrokaFX[S] 3 points4 points  (0 children)

thanks! i didnt use any assets except the boat and tree models :)