Tom Read Cutting

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Current Status (also in OP): - I've added the option to generate a signed-distance field inside the depth-cache: R is depth, G is distance to nearest shoreline, B & A...

I've managed to fix the terrain-intersection issue, I have commented the code a bit-better and done some other things to improve the overall visual-result. The next-task I think is going...

> Regarding your horizontal motion todo above, yeah its tricky. There is the option to just add more and more math :) (c.f. https://twitter.com/greje656/status/1276611073077108736 ) but i think its hard...

Yeah - whilst I think this might be in an "experimental" state for a while - If I cleanup the Ocean Depth Cache Script, add some basic-validation, disable all these...

```CSharp // The API for this will likely change - which is why sdfInjectors are currently hidden in // the inspector if (_noDepthSdfInjectors != null) { jumpFloodCommandBuffer.SetRenderTarget(voronoiPingPongTexture0); jumpFloodCommandBuffer.SetViewProjectionMatrices(_depthCacheCamera.worldToCameraMatrix, _depthCacheCamera.projectionMatrix); foreach...

![image](https://user-images.githubusercontent.com/10348641/78424789-be9eab00-7667-11ea-90b7-e4be3dc64357.png) In the example scene I've added an `UnderwaterEffectFilter` component to a giant sphere, this make the sphere apply a mask similar to how the ocean surface would. Working on...

![image](https://user-images.githubusercontent.com/10348641/78425170-e2172500-766a-11ea-8e81-24c86da37f2c.png) I've been able to create a simple submarine, so outside of it looks as you would expect. But on the inside, there is no post process effect (bear in...

![image](https://user-images.githubusercontent.com/10348641/78488498-ae59ff00-773f-11ea-8262-ae1c2196caca.png) Hopefully this demos things a bit better, we are inside an object but there is no fog effect applied.

Now the ocean is easily cullable per-pixel. This should allow for some incredibly cool effects. Implementation is currently hacky, but PR #499 made this particular part possible. :) Next: Windows.

There are two problems left to solve: 1: https://forum.unity.com/threads/birp-hdrp-render-transparencies-after-fog.887182/ 2: The fact that the darkening-effect applies as you go deeper underwater whilst *inside* objects. Some up-to-date screen shots: ![image](https://user-images.githubusercontent.com/10348641/81498227-8bc98180-92bb-11ea-8e31-095595336bc5.png) ![image](https://user-images.githubusercontent.com/10348641/81498230-908e3580-92bb-11ea-9487-0c041c6ccbe2.png)...