Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by room101 · Feb 19, 2016 at 01:47 PM · shaderswater

water shader and mesh

I was working on this project to pass the time and keep my mind occupied and the backend scripting engine part is done mostly (the how things work part), so I eventually started to look into 'the how things look' part, and as this is uncharted territory for me, it's time to pop my first question.

I converted the visual level from the original toolset/game into XML, and then randomly picked a water mesh, I guess would be the correct terminology. I happily parsed the mesh from XML into unity, and created a solid shader, to make sure that whatever I did was right. And it looks that it's okay. As you can see in the picture, alt tag the 'water' is green. and now I would like to turn the water into something that resembles it, but for some reason when actually turn it into water, the water is actually everywhere like a square, doesn't follow the 'green' triangles

So that's my question: how can I make only the green be water, and the gray just transparent nothing?

thank you very much, and I apologize if this is a noob question with a very simple answer...

below is a sample of how the original format looks like once converted to XML, in case you curious

 <?xml version="1.0" encoding="utf-8" standalone="yes"?>
 <gff4 type="TRN" version="V3.1" platform="PC">
   <struct name="WAT ">
     <struct name="WATR" label="7900" alias="WaterInformation">
       <uint32 label="7901" alias="WaterVersion">1</uint32>
       <sint32 label="7902" alias="WaterID">6523</sint32>
       <struct_list label="7903" alias="WaterVertexList">
         <struct name="VERT" index="0">
           <vector3f label="7904" alias="WaterVertexPosition">
             <float>0.000000</float><float>0.000000</float><float>0.000000</float>
           </vector3f>
           <vector3f label="7905" alias="WaterVertexNormal">
             <float>0.000000</float><float>0.000000</float><float>1.000000</float>
           </vector3f>
           <vector3f label="7906" alias="WaterVertexUVW">
             <float>0.000000</float><float>1.000000</float><float>0.000000</float>
           </vector3f>
           <color4f label="7907" alias="WaterVertexColor">
             <float>0.640000</float><float>0.460000</float><float>0.410000</float><float>-2.411328</float>
           </color4f>
         </struct>
       </struct_list>
       <uint32_list label="7908" alias="WaterVertexIndexList">
         <uint32 index="0">0</uint32>
         <uint32 index="1">1</uint32>
         <uint32 index="2">2</uint32>
         <uint32 index="3">0</uint32>
         <uint32 index="4">2</uint32>
         <uint32 index="4">3</uint32>
       </uint32_list>
     </struct>
   </struct>
 </gff4>


Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Shader Graph Water Vertex Manipulation, 0 Answers

Creating a Water Surface with a Texture-shaped Hole For Android 0 Answers

Top perspective 2D water 0 Answers

water foam on the horizontal axis 0 Answers

Ocean shader that works for mobile devices 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges