Next update will come with improvements to the corruption shader for patrons! New UI, better performance, and bugfixes. Actually I don't think I've ever shown it on twitter before, so here it is! Links in bio :)
@Freezorg Due to how the waterline works in my setup it's difficult to improve the quality any further. I certainly wish I could have one like that though.
Today I did a bunch of work on fog and refraction. They're both much more physically accurate now, and the fog matches the underwater visuals much closer!
I've just released v1.78 of my shader package! This is the last major update before 2.0 in November, and it brings a huge number of bugfixes, some cool new features, and lays some helpful groundwork for the automatic migration process in 2.0. Links in bio, enjoy!
This month's update is going to include another highly requested feature for the water shader. World space vertex offset waves! Now you'll be able to easily drop a prefab into the scene and scale it to any dimensions you want without having to play with the settings to fix it!
@VRChat@dtupper can we get https://t.co/g04rHsRKlW pretty please?🥹
This would make everything I do so much more performant (fluids, shader virtual machine, complex effects...)
2.0 is going to have some very considerable performance improvements across the board. Still WIP though. Particles won't see much because I wrote it very recently so it was already fast.
@Savivrc@shinyflvres Fairly certain it's just using the foam colorpicker set to a bright blue with the HDR intensity slider cranked. They may have edited the foam to remove lighting though? Unsure on that part.
Added little particulates to the underwater effects shader. Also the underwater prefab now automagically sets itself up to work with whatever water surface you have selected, and works in editor by just flying your camera underwater, no extra systems required :)
@Pururut114 I would like to track the wave height somehow though. May just be a matter of generating the same gerstner waves in the underwater shader and using them to modulate the cutoff position.
@Pururut114 It's a box yeah. The surface water shader has a bake step (for something else) that saves its position, which gets read by the underwater shader so it knows where the cut off ifs effects. When you're using vertex offsets there will be a disconnect, but it's not really that bad.
@GODZILLA6337 No plans for now unfortunately. I was thinking of porting them to mobile though, will see about doing that when I have a steam frame to test it with haha.
Major overhaul for everything water coming in the 2.0 update in November. New godrays and caustics based on the surface normal maps, as well as a full overhaul of the underwater effects so it all matches 1:1 now!
@Engineerisaac There's prefabs already included in the package, but currently they're kinda hard to work with because by default they didn't work using world space coordinates. The 1.78 update will be changing that, so they'll be easy to modify now. The 2.0 update will have even more prefabs.
@DynamicPudding@RR_vrchat There's no volume actually, the underwater effects shader turns on when the user's head goes under the surface. There's a bake step to generate the caustics based on the surface normal maps and the distance from the water surface to the floor underneath.