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  • Dan

Polygon Planet: Post 5 - Water colours

Up unto this point the rivers in the landscape have simply been colourised landscape.

The landscape material uses a shader that I created using the URP shader graph to achieve flat-shading appearance and colour the mesh vertices according to their Y value (elevation).

My terrain shader has a number of elevation bands that it lerps between and I had set everything below Y = 0.5m to be shaded blue.

This weekend I took it upon myself to add more believable looking water to the landscape by adding a large plane as wide and long as the whole terrain, to represent a fixed top water level, positioned slightly higher than the 0.5m elevation threshold. I decided upon 2m elevation because I wanted the possibility of the player being fully emersed below the water level and I don't think any of my valleys go below 0m..

The trick is then to create a shader graph for the water material used on this plane that can give the appearance of movement etc.

Here's how I got on with my first go at a water shader for the URP. I am pretty chuffed with the resulting outcome:

The resulting water effect using my first water shader for URP.

The next video is almost 15 mins and is a run down of my understanding of how the water shader graph works. The shader graph is not my work at all - I take no credit for it. I put it together by following this fantastic tutorial video

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I am now content enough with the sky, sun, moon and stars to move on to detailing the terrain. I've been itching to get on to placement of trees and grass and was wondering which details to do first.

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