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Justin Lao
CMPM163Labs
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92432bba
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92432bba
authored
4 years ago
by
Justin Lao
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lab7/README.md
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@@ -9,12 +9,19 @@ DESCRIPTION
Working within Unity's provided Shader Graph function to create mountain ranges
and water ripple effects through use of transforming vectors in the vertex shader.
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GOOGLE DRIVE LINK
https://drive.google.com/file/d/1OFkB7-RTCXi11q1yQWzNtRZ8ZGMDtO07/view?usp=sharing
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Explanation
I wanted to create a scene somewhat akin to The Legend of Zelda: The Wind Waker
. W
ith it's
I wanted to create a scene
texture
somewhat akin to The Legend of Zelda: The Wind Waker
, w
ith it's
cell shaded toon mountains and water. And while I got the water color scheme correct, I am slightly
disappointed in my clouds, whcih used the shader graph also.
disappointed in my clouds, whcih used the shader graph also. The Mountain Range also includes some small tree models.
I wanted to make the water look look it was overtaking or overlapping on top of the mountain however collision physics was a whole other beast
that my computer started to freeze up on so I couldn't continue further.
To create the mountain-scape, I had a singlular Position node which used the mountain's
position hooked up to an Add node. Here's where it get's tricky, attached to the add node
...
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@@ -28,6 +35,13 @@ Vertex Position input thus giving it's shape (grey texture pack input into albed
Using the built-in Shader Graph still, the water shader uses the same general concept except adding
more properties such as the time and power node to affect water ripple size and speed. While also interpolating
between two different shades of blue during waves to create a sense of movement and the wave-foam created.
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PARTNER CHECK-IN
Couldn't find or contact partner on Discord (maybe they didn't change their nickname) and wasn't contacted by them either
so I couldn't do the Check-In Questions or parts.
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