Last time I checked foam based on Z depth only works if the camera actually intersects with something. So for example, if you were to look straight down at the cube instead of from the side, there won't be any visible foam. Is that how depth fade works as well or does the foam show up in all circumstances no matter the angle of the camera?
Hi thank you for putting together this tutorial .... Everything was very clear and easy to follow, which is not usually the case in a lot of these utube videos, so thank you for that. I was with you right up until adding the parts of the shader graph for foam, which according to your introduction was the main reason for this tutorial. It appears that this tutorial for adding foam, although only 6 months old, doesn't work as described for versions of Unity after 2020, due the the key element in your foam part of the shader "depth fade" no longer being available. Have you or anyone else figured out how to modify what's in this shader to get the foam part working?
I’m glad I could help you. I am a bit busy for the past couple of months. I have noticed that depth fade isn’t working after unity version 2020 and I will make a follow up tutorial for that. ;)
To get Foam you'll need to do the same as what you did with Shallow water colour. Just reduce the scale and remove time, then attach it to Lerp with the colour channel. And finally connect it to Master Base colour
How to make a Depth Fade subshader: th-cam.com/video/5nwgvNJ-rg0/w-d-xo.html (except when he makes a Float node as an input to the Divide node, you would instead create a Float property and name it "Distance")
thanks for the tutorial, was exactly what we're after :) btw, I think, it's choppy in editor not because your PC is bad, but because in Editor the update method is called at a fixed time rate which is quite small due to performance reasons (same stuff happening when you work with custom editors and calls to OnGUI), I noticed that if you press and hold mouse button in Scene view it will start updating properly, so it reacts to the changes too, otherwise, it's very rare update calls
Last time I checked foam based on Z depth only works if the camera actually intersects with something. So for example, if you were to look straight down at the cube instead of from the side, there won't be any visible foam. Is that how depth fade works as well or does the foam show up in all circumstances no matter the angle of the camera?
Depth fade doesn't exists now, what to do now? I am using 2021.3
Make a depth fade sub shader
IF YOU HAVE PINK COLOR ---> in shader graph editor on the left go to graph settings tab. In active targets add urp(Universal)
Thank you so much!!!
Hi thank you for putting together this tutorial .... Everything was very clear and easy to follow, which is not usually the case in a lot of these utube videos, so thank you for that.
I was with you right up until adding the parts of the shader graph for foam, which according to your introduction was the main reason for this tutorial.
It appears that this tutorial for adding foam, although only 6 months old, doesn't work as described for versions of Unity after 2020, due the the key element in your foam part of the shader "depth fade" no longer being available. Have you or anyone else figured out how to modify what's in this shader to get the foam part working?
I’m glad I could help you. I am a bit busy for the past couple of months. I have noticed that depth fade isn’t working after unity version 2020 and I will make a follow up tutorial for that. ;)
You need help for depth fade? I had custom solution.
This is exactly what I needed thank you so much!!!
Glad I could help;)
To get Foam you'll need to do the same as what you did with Shallow water colour. Just reduce the scale and remove time, then attach it to Lerp with the colour channel. And finally connect it to Master Base colour
Did anyone find a workaround for the depth fade problem?
You need to creat another sub shder graph and setting up it then you can use that as depth fade in main shader graph. you can view tutorials on yt
@@touseefahmad7119 What should I then search for ? I have found nothing.
Search the video "3D sterilized water in Unity" by binary luners
How to make a Depth Fade subshader: th-cam.com/video/5nwgvNJ-rg0/w-d-xo.html
(except when he makes a Float node as an input to the Divide node, you would instead create a Float property and name it "Distance")
Amazing tutorial. Very well explained
Glad I could help;)
Anyone can think of a reason why i see everything correct in scene view but on gameview i cant see the foam?
This is a new problem. I will look into it.
@@GhostStudios i figured out the problem. i am useing an orthographic camera. but i havent found a solution yet to make depth fade word with my camera
when I put the mouse in Shader I don't see the same options as you, help
I didn’t understand what you mean
how do i make it realisctic
Add this shader with this video 👉 How to make a Water Shader In Unity with URP! (Tutorial)
th-cam.com/video/FWO4k4-vXXA/w-d-xo.html
@@GhostStudios thanks
You need to make a tutorial on under water shader.
Sure. I will try
Thanks very much * Multiply(1000). It works awesome as an ocean.
Glad I could help 🥰
thanks for the tutorial, was exactly what we're after :)
btw, I think, it's choppy in editor not because your PC is bad, but because in Editor the update method is called at a fixed time rate which is quite small due to performance reasons (same stuff happening when you work with custom editors and calls to OnGUI), I noticed that if you press and hold mouse button in Scene view it will start updating properly, so it reacts to the changes too, otherwise, it's very rare update calls
Glad I could help;)
Why my scene depth is not show?
Make sure your project is in urp
@@GhostStudios my project is urp
i mean depth fade
Make sure you’ve created a float depth fade. And if you have then select it and in under node settings make sure “Exposed “ is ticked.
Doesn't work with your answer