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Toon Beach Water Effect
Hi!
I'm working in a game project with toon style. There is a beach in this game, and I would like the sea be similar to this example: https://www.youtube.com/watch?v=L0XrPJP20WY.
I know I can generate waves using the function sin(v.x + time*2*pi) to the vertices of a plane, but my question is how do I create the effect of waves around the objects on water? also, how it could render the effect of the waves on the shore come and fade (foam in the waves)?
I would appreciate any help.
Answer by tanoshimi · Nov 06, 2015 at 02:48 PM
LoZ:WW had some pretty amazing effects for its time (in fact, still does to this day), and they've been examined in depth in places like http://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavy
For the specific shoreline effect, you'd need a depth check, as discussed in http://forum.unity3d.com/threads/the-legend-of-zelda-wind-waker-styled-water.298724/
Thank's for your answer, but, my question is: how to create the foam effect in the beach? I'm reading and a proposed solution is with texture panner * time and opacity mask using 3 meshes (solution here: https://www.youtube.com/watch?v=iLx5uaNIAJ0, in the comments by gukosowa) I tried to think my own solution based on that, but I was a bit complicated.
Please, help me!
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