![]() ![]() Now water trails will appear on the water surface and not on a separate object. Only its projection on the water surface will be visible.Īnd this is it. Note that in Main Camera you should disable layer with particles so that the basic particle system is not rendered. Upon plugging the render texture into the water shader, the trails on the water will appear in the same spot that the particle system is placed. ![]() In the particle system, I’m using colour over lifetime to fade the basic texture, so in the shader it will erode upon using step function. Then the texture is plugged into the created shader. The texture I made is now ready to be eroded, which means that when I subtract alpha from the texture, it will gradually lose coverage. This way, it doesn’t have to render unnecessary elements twice, and the captured texture has black background, so I can use it as alpha. This camera is only rendering a particle system on a specific layer and then saves it to the render texture. I have created an orthographic camera above the water surface. The setup for the render texture looks like in the picture below. With a good amount of transparency, it will be sufficient to work as water. I’m going to create a particle system and then transfer it to the render texture to plug it into a simple water shader.įor simple water, I have created a shader using depth buffer to mask out noise textures on the edges of other objects. Render textures can also be used for water trails. Now you also have an idea how refraction in Unity works. Setting up render texture is pretty straightforward and uncomplicated. It brings some more depth to the effect and makes it more visually appealing.Īnd the outcome of the shader looks like this:Īnd that’s it. The custom node presents basic approach for the refraction effect. ![]() Inside Amplify, I have created a custom function for refraction setup to save some nodes in the graph. I need polar coordinates to wrap the normal map to a circular shape maintaining its ability to offset over the UVs. This shader includes such features as calculating polar coordinates and radial mask for opacity. On top of this, I added another mesh with custom shader, this time, for refraction. Then I’ve put the recorded render texture to a Standard Shader. This is how my setup for camera looks like (the camera is capturing another element described in this article). It’s a simple way to demonstrate the nature of render texture and the manner to modify it in-game to get neat results. Now the render texture will capture everything that the camera renders in real time.Īs for the first example, I have created render texture that shows what awaits us on the other side of the portal. Setting the projection to orthographic serves for the purpose of only one example and is also optional. This is not obligatory though, you can also render everything. I have also set up Culling Mask so that the camera captures only the things with the correct layer. It’s good to change Clear Flags to Solid Color and select black, so that everything not rendered by our camera remains in this particular color, and then set opacity for black to 0. Next, I need to set up a camera and assign our render texture to the right input. I can now use this asset like any other texture in the project. I can control such parameters as size, color format and some standard texture options. This is how Render Texture Inspector looks like. My advice is to create separate cameras for the render textures and for the gameplay. You just have to create a new asset using Create > Render Texture and then assign it to your camera. What is a Render Textureīasically, render textures are images rendered by a specific camera. For shaders, I used Amplify Shader Editor to add some visual effects on top of the render texture. I imported the Post processing Stack v2 from the package manager and set up some Color Grading, Ambient Occlusion and Vignette. ![]() I have created a new project in Unity 2018.4 using legacy rendering, but the features I used work in SRPs too. In this post I’m going to explain to you how to use render textures in your game. And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures. Unity Engine introduces an awesome tools to empower your game development process. ![]()
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