Hi all,
I’m currently building a 2.5d sidescroller and my project has hit a slight snag, although its mainly a visual problem i’ve been trying to find out how the water in the example below has been made.
I can deduct from the image and the game in motion that water volume is contained in a sqaure (because of the sharp contrast between the color of the water, and above it), possibly vertex animated (suggested on Polycount.com) - the animated motion isn’t the problem. The problem is how that contained fog is done? Though if its a seperate entity, then how is the water surface preventing any fog from “bleeding” through?
I have a feeling its all mainly shader related, but i’d love to hear if anyone has cracked this!
Any help at all is appreciated, even if its just pointing to similar solutions, i’m really stuck!