Tom Winter
Tom Winter
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...
 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...
 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...
 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:  ...