So I’ve been working on a game inspired the old toontown online. Only started a couple weeks ago and have gotten a few things done. I worked on the Underwater system. The character would normally walk around etc then once underwater be swimming.
The underwater system uses a few systems to give the look it has:
Animated Caustics (The light on the floor that moves)
Fog
Skybox is hidden, camera background color changed to fog color
Distorting ripple effect for the camera (Little hard to see in the video but it’s actually really noticeable normally)
Camera is Dunked under/over water preventing it from being halfway inside the water
Here’s the video:
Sorry about the laggy video, the screen recording software I used was the cause.
Maybe though, sometimes you usually see the sky when they are closer to the surface, and it usually ends up getting murkier and darker the deeper you go.
What also would be great, would be if you had like, underwater shaders, like if you were in a glass tunnel in an aquarium.
Cool, but why hiding skybox under wanter. If you are under water sky is visible, plus i think it looks better if its not hiden as otherwise its too strong blue color of water.
Main feedback I have is that the effect is way too strong. Water doesn’t “wave” quite like you show it does. You see a bunch of particles and there is some refraction near the surface but underwater everything is “normal” except for some very minor distortions.
I understand what you mean. Since it’s a toon-like game I think it looks good. It’s not meant to be entirely realistic but I see what you mean. I may mess with the Ambient Light and add a blue tint to that, and maybe reduce the wave effect a bit.