I’m trying to have a trippy effect with the unity3.4 water inverted above me (so the water is facing downwards) but having issues. So pretty much I want all the reflections/refractions to happen from below, not above.
Just inverting the scale (-1) or rotating 180 degrees doesn’t work so I assume I need to modify the shader, but unfortunately shaders definitely aren’t my area of expertise.
I’ve had a bit of a look over the shader (FX-Water4) but couldn’t find any easy solution. So does anyone know a simple way of doing this? Would be much appreciated.
i am having exactly the same problem, and i’ve been trying to solve this for 2 days now. Looks like there is no way around modifying the shaders. I’m not much of an shader guy either but i’ll start looking into that now. Let’s keep each other posted ! <3
cheers, ponx
Insert the line Cull Off after each line with Pass { and replace o.viewDir.xzy = normalize( ObjSpaceViewDir(v.vertex) ); by o.viewDir.xyz = normalize( ObjSpaceViewDir(v.vertex) ); to avoid the reflection. This is a 0-th order approximation without any refraction, though.
Actually, I don’t understand the code, and this fix is probably not enough to make it consistent with the reflection above water.