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Water shading

Posted: Sun Jul 24, 2022 12:34 pm
by cityy
I was messing around with water shading this weekend and documented it here: https://www.ferdinandlist.de/blog/idtec ... r_shading/
I was mostly reproducing existing knowledge but maybe it is useful for someone!

If anyone has any additional tips and tricks around water and fog, please shoot!

Re: Water shading

Posted: Fri Jul 29, 2022 8:15 am
by cityy
I updated the post to try some tips I got from quBit regarding envmaps on tesselated deformed meshes. Find the things at the bottom of the post! (videos included)

[lvlshot]https://www.ferdinandlist.de/img/quake/testWaterBlend/tesselation.jpg[/lvlshot]
[lvlshot]https://www.ferdinandlist.de/img/quake/testWaterBlend/result_mesh_turb.jpg[/lvlshot]

Re: Water shading

Posted: Fri Jul 29, 2022 9:33 am
by Eraser
Oi, cityy! You're still alive! Nice work on the water shading. It's pretty amazing that 20+ years later, people are still finding ways to make the game prettier.

Re: Water shading

Posted: Fri Jul 29, 2022 10:22 am
by cityy
Eraser wrote:Oi, cityy! You're still alive!
Heyo, alive and kicking, trying at least.
Eraser wrote:It's pretty amazing that 20+ years later, people are still finding ways to make the game prettier.
Not to leave a wrong impression here, this post merely collects existing knowledge. I know Hipshot has been blending water for ages. quBit's idea to put stuff on a mesh.

I'm hoping to make more samples like this one in the future.

Re: Water shading

Posted: Mon Aug 01, 2022 5:56 am
by cityy
I fixed a shader warning in Quake 3 related to deformVertexes normal that would cause shaders appear like they were missing. Wrote a small note about it here: https://www.ferdinandlist.de/blog/idtec ... es_normal/

Re: Water shading

Posted: Mon Aug 01, 2022 6:32 am
by CZghost
The robot renegade shader manual apparently lists parameters for deformVertexes normal as for deformVertexes wave.

Re: Water shading

Posted: Mon Aug 01, 2022 6:36 am
by CZghost
But looking to the source code, this is interesting:

Code: Select all

deformVertexes projectionShadow
I would like to know what that thing does.

Re: Water shading

Posted: Fri Aug 05, 2022 10:03 am
by Hipshot
Try making the water less transparent and a closer fade to the edge?

Re: Water shading

Posted: Tue May 28, 2024 8:21 pm
by LegendGuard
I remember trying to put a video to the water shader. But only works with that engine (ZEQ2-Lite last SVN revision):
https://zeq2.com/lite/forums/viewtopic.php?t=7925