I am creating an underwater surface with shader graph and HDRP, but I can’t find anywhere in google, wiki, etc any explanation on how to create the refraction part of water. Could anyone here, shine a light on this?
In case you need an water volume where you can dive in and out there is crest for BuiltInRP(free), for LWRP (asset store). The HDRP version is not finished yet.
I watched that tutorial but it is for LWRP which is not what I am using, and it depends on a custom node that the author created for LWRP as well. Also it uses unlit master which is not what I need either.
I check those links and neither tell anything about how to create refraction in HDRP lit master. So, isn’t there anyway to do refractions on HDRP/lit using shader graph? Or am I missing something?
The water shader in the second link, don’t even use refraction
I hope that Unity will release soon a sample project with various water shaders (shader graph): reflection or refraction only or reflection + refraction + caustics in HDRP
Like the sample projects about Visual Graph, Lit Master node, etc etc…
It’s a feature so important. And as the HDRP is your best and new top-rendering, it would be really a must-have !
I really don’t understand why unity has never put too much attention to water, pretty much everyone I know would benefit from a good water in Unity. It most be one of the most difficult things to achieve in this engine I guess!
When you say: “be sure opacity is not 1 otherwise you will not see any change. Move it to 0 mean the objects is fully refractive”… Do you mean “Alpha”, because I don’t see any property that reads “Opacity”.
But there is no “refraction model” option in LitMaster node:
HDRP v.7.1.5, Unity v.2019.3.0b4
Maybe, I need to change someone in project settings?
It will be great to have an option to use built-in implementation of refraction effect, if there is no need to create something very special by myself.
For now, I just rewrite RefractionModelSphere+RefractionModelBox code as customNode and use it into ShaderGraph.