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| Reference |
I did a quick tiling water surface texture earlier this morning and wanted to share a walkthrough on the process.
The first image is photo reference taken from cgtextures.com - This was 600 px by 600 px originally, then resized to 512 px by 512 px, all textures obviously need to be in sizes with the power of 2 (i.e 128x128, 256x256, 512x512 or 1024x1024 etc.)
(EDIT: Meanwhile, i've also cracked the nut of having a fake animated water volume for now - I've made a box with only a front and top, the player won't be able to see sides nor bottom anyway.
To the box i've attached the Unity3d simplewater4 shader, which fakes depth with color in the z.
The surface with the texture is another object though, since the water shader doesn't support just inputting a simple diffuse texture with an alpha mask.
I know the planes aren't perfectly aligned yet, it has something to do with scaling which isn't as important as just getting the damn visual effect in, which is now by far 90% achieved - WIN for me)
| Step 1 |
Here i've just desaturated the original reference image and adjusted some levels to increase the level of contrast between white and black (though not too harshly at this point).
| Step 2 |
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| Step 4 |
Say if you want a 512x512 px texture to tile in any direction you'll just put in a - or +256 in the horizontal and vertical directions to tile.
| Step 5 |
| Step 6 |
And here it is in-game - it still needs tweaking, but the texture itself took no more than 10-15 minutes to make, so there's obviously alot of small details that could be cleaned up.


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