How can I control the opacity of water puddles. Like, for example, I want to control the water puddles when the sun comes out. It should evaporate gradually.
you can add a multiply at the end and with an expose parameter you can control the amount of the puddles. there are many ways to do it, it depends on how you want your puddles to look.
@@GameDevBox Thanks you so much mate! You helped a lot. If someone needs explanation : 1- Add a Multiply node. 2- Give RGBA of Sample Texture 2D of puddles to one of the Inputs of Multiply node. 3- Create an exposed parameter of type Float and give it to the other input of Multiply node. 4- Give the output of Multiply node to the Smoothness of Fragment node. Now on changing value of exposed parameter you can control puddles opacity.
thanks for the tutorial, the only problem I got is that the reflection only appears when looking towards -X. I don't know if there's a way to change that
To accomplish this, simply create a Texture 2D and use the Sample Texture 2D function (make sure to enable the Normal option). Then, add this texture to any node that connects to the normal (fragment) using the Add Node.
Decals are a little different in URP. You need to add Renderer Feature (Decals Feature) to a Renderer. Follow this unity guide: docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/urp-renderer-feature-how-to-add.html also, be sure to use the latest Unity versions (2021 LTS+) More Information about Decals in URP: docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/renderer-feature-decal.html
How can I control the opacity of water puddles. Like, for example, I want to control the water puddles when the sun comes out. It should evaporate gradually.
you can add a multiply at the end and with an expose parameter you can control the amount of the puddles. there are many ways to do it, it depends on how you want your puddles to look.
@@GameDevBox Thanks you so much mate! You helped a lot.
If someone needs explanation :
1- Add a Multiply node.
2- Give RGBA of Sample Texture 2D of puddles to one of the Inputs of Multiply node.
3- Create an exposed parameter of type Float and give it to the other input of Multiply node.
4- Give the output of Multiply node to the Smoothness of Fragment node.
Now on changing value of exposed parameter you can control puddles opacity.
@@ShahzaibAliKhan-q7u Thank you, I pinned you maybe it could be helpful for someone. 🧡
@@GameDevBox Thank you. I hope it does 💖
Thanks man! Shaders are one of the hardest thing to learn in Unity, would appreciate even more shader tutorials!
of course, I will do my best. Thanks!
any tips for adding colour to the ripple ?
thanks for the tutorial, the only problem I got is that the reflection only appears when looking towards -X. I don't know if there's a way to change that
a bit strange i should check to see why this happened
How can we add additional maps support to make it look more realistic like mask map height map etc
To accomplish this, simply create a Texture 2D and use the Sample Texture 2D function (make sure to enable the Normal option). Then, add this texture to any node that connects to the normal (fragment) using the Add Node.
I followed the whole tutprial till we got to the inspector and i couldnt check decals because it wasnt there. Im using urp
Decals are a little different in URP. You need to add Renderer Feature (Decals Feature) to a Renderer. Follow this unity guide: docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/urp-renderer-feature-how-to-add.html
also, be sure to use the latest Unity versions (2021 LTS+)
More Information about Decals in URP: docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/renderer-feature-decal.html
Mobile friendly?
I don't think this will be a problem for mobile if you are using URP. HDRP is not compatible with mobile devices.