Simple water material with screen space refractions, bad fake caustics, smoth edges and some depth fog.
Forward Renderer must have Bind Depth As Resoruce During Transparent Rendering
and Bind Opaque As Resoruce During Transparent Rendering
checked.
Instructions assume that a material of type PBR Material: Metalness
is used.
- Set normal map to shader, set source to
WaterNormalMap
- In composition nodes, set speed to a nice like
x: 0.02, y: 0.02
, this controls the scrolling speed. Set Texture to the normal map you want to used - Disable
Scale & Offset
andReconstruct Z
- Normal maps must be compressed, if not then modify the source of
WaterNormalMap
to not reconstruct the z axis
Set to a high value
Pick a color
Set to 0
Set to Water Emissive Map
. Most of the water shading is calculated in this custom feature. Set the caustics texture to something, the rest of the options should have sane default. Set the ripples texutre to the ripples render target.
Set to blend with alpha = 1, this is just to force rendering of the material to happen in the transparent stage
Use a plane with whatever UV scale works for your scene.
Ripples requires a particle system that renders into a specific render group. A render target should be setup, and the compositor has to be modified to render to this texture. The particle system render group should be excluded from the main view in the compositor.