this channel has honestly become a gold mine about niche UE4 topics and I'm here for it
@PrismaticaDev3 жыл бұрын
Haha hope you're looking forward to more nuggets!
@pietpanzerpanzer53352 жыл бұрын
Press 1 and left mousebutton to create a Note. You can also use 2 or 3. In case someone didnt knew that.
@TajaSukarya Жыл бұрын
thank you
@samulivalkama8617 Жыл бұрын
Exactly this. Thanks!
@xShantkax Жыл бұрын
my saviour!
@snivilis Жыл бұрын
Literally came in the comments to look for this. Life saver
@LiMaking Жыл бұрын
thank you I actually got pissed he didn't tell how wtf he did at the second node.
@colmantrasscinniro29013 жыл бұрын
Anyone having trouble with the refraction moving the whole plane: You need to activate "generate distance fields" in PROJECT SETTINGS, too! It is not default active in higher versions of unreal. Greetings :)
@AhviMa3 жыл бұрын
Thank you Legend :>
@HatPeasyCat2 жыл бұрын
still have flickering after i turned it on ....
@MichaelMurphy-tl6cx2 жыл бұрын
What fixed this shadow/refraction jumping issue for me was making sure whatever ground geometry is under the water plane has affect distance field lighting set to false.
@rickfuzzy Жыл бұрын
Got a tip for you. If you use a one minus after your absorption then you can actually choose your water colour exactly in your instance, rather than always working with opposites..
@PrismaticaDev Жыл бұрын
Haha I don't know why I hadn't thought of that before!
@pattyb_1177 ай бұрын
For anyone coming across this video with 5.4 and doesn't see their ripples, I believe refraction is disabled by default? If it is disabled, you can search "Refraction" in the materials details panel and select "Index od Refraction" from the drop box and you should be gucci
@mehface7 ай бұрын
hmm this didnt work for me.
@OreoRobDog3 ай бұрын
@@mehface me either
@SamPandaSam3 жыл бұрын
Really appreciate these little videos. I've been working on my project for years and have a spline-based procedural river system which is an absolute nightmare - one of the biggest headaches was that overlapping polygons and whatnot of the meshes would cause artifacts cos of the translucency doubling up. Never knew about single layer water as an option, and this video made it very clear and succinct how it works - and since it's actually opaque it doesn't cause the artifacts. Of all the dev channels I follow, yours is the one that consistently helps me in my project the most, and I'm really impressed with what you've done with your own game. Thanks for this
@PrismaticaDev3 жыл бұрын
Yes, it's absolutely perfect for doing things like waves and avoids overlap! I appreciate the really kind words :)
@lastvision92Ай бұрын
I stumbled upon your videos recently (like a week ago) and I must say I have learnt so much :) Thank you for all of these tutorials ^^
@bobcharlotte87243 жыл бұрын
Epic: "Check out our new water system in 4.26!!" Charlie: "Nah, ill just make something more simple and easy while also looking awesome."
@PrismaticaDev3 жыл бұрын
Haha I love making things from scratch because it's much easier to make it do specific things, where as using the pre-existing stuff often comes with limitations since they were specifically designed for a specific use case
@bobcharlotte87243 жыл бұрын
@@PrismaticaDevAnd it makes it easier to adjust since you know how it was put together.
@PrismaticaDev3 жыл бұрын
@@bobcharlotte8724 That's exactly right :) It's always worth having a go at DIY
@asimplemotionua Жыл бұрын
Finally i've found a great explanation how to work with single layer water, not with experimental water plugin (UE5, it's very buggy at the moment).
@grixxy_6663 жыл бұрын
Bro. Better results in 3 minutes than an hour and a half epic live stream. Immediate sub.
@Urammar3 жыл бұрын
Literally how dare you be this good.
@PrismaticaDev3 жыл бұрын
I'm sorry :((( I just have too much spare time haha
@vaclavfliegel7033 жыл бұрын
If you still have some issues with the refraction, you can alternatively change Index of Refraction to Normal Pixel Offset in the material settings which distort the picture based on the normal map. It is not physicaly accurate by any means and without normal map it does nothing (not great for still water) but it does not have the weird reflection artifact near the shore. See UE4 documentation.
@KaustavMajumder2 жыл бұрын
Folks at the UE Streams should learn a thing or two from you. Straight to the point. No bullshit.
@TheGuyWithWifi2 жыл бұрын
where di dyou get the texture sample from for the colour scale behind water bit at 4:30
@PrismaticaDev2 жыл бұрын
It's just a cloud noise texture that I made in photoshop. You should be able to find some in the engine files :)
@TheGuyWithWifi2 жыл бұрын
@@PrismaticaDev yeah I realised afterwards, I’m getting back into the whole dev thing after a pretty long break. 😅 Thanks tho
@rauljaramillo9233 жыл бұрын
Both educational and entertaining :) Thanks Charlie!!
@PrismaticaDev3 жыл бұрын
Haha I'm glad to hear it! You're very welcome :)
@baulator2 жыл бұрын
Great Video! Can you please make a video about flowing water like we can see in the background? 0:40
@iendrin91523 жыл бұрын
I was in a hurry once (school deadline) and needed a shallow stream for a small ditch, which i tried to follow Ben Cloward's huge water series to do lmao, this would've been perfect to do instead... 😂 Your channel has taught me more about shaders with this little series than my school ever will tbh. (Edit: Ben's channel is great btw, just in case it came across differently)
@PrismaticaDev3 жыл бұрын
Haha it's apples and oranges - there are always multiple ways to do anything! And I love Ben's videos myself, he's an incredible presenter :)
@jeremiahwright15909 ай бұрын
love the ruenscape music
@morganlak43372 жыл бұрын
So glad you made this, translucency is just not very good with the cel shader and my game is stylized so I was just not going to have translucent water but this looks great and I think refraction and "translucency" will look way better in my game overall
@Alina-ve1mc5 ай бұрын
I felt educational entertained. ;D Thank you for helping out! :))
@RomarioDev3 жыл бұрын
Awesome 👏 can’t wait to try this out
@PrismaticaDev3 жыл бұрын
Happy to hear it - let me know if you run in to any issues my dude :)
@tiannicalogheros63393 жыл бұрын
Another great video. I had water working well enough on my own, I knew Single Layer Water existed, but I never experimented with it for some reason. Thanks for showing me the possibilities :)
@PrismaticaDev3 жыл бұрын
Glad to hear it Tianni :) I think SLW was gone under everyone's radar but it's actually super useful haha
@luanabianco5827 Жыл бұрын
In UE 5.1 you need to disable nanite for the water plane, otherwise it will cause the engine to crash
@1Uik1 Жыл бұрын
OMG! thanks :D
@mick0978 Жыл бұрын
Thanks for heads up
@TuxedoVaileGAMES11 ай бұрын
Do you know if that's still an issue in 5.3? I intend on using nanite for my project if possible.
@victorthebard2402 жыл бұрын
Got to say I really love your videos! It helps me a lot in learning more about everything shader related into Unreal. I was wondering how did you manage to make your foam work around your character? (9:12) I tried some stuff like adding basic static meshs onto the character bones (since distance fields doesn't work with movable meshs) but I just can't figure it out! Do you plan to do a video on that? That would be awesome! :)
@PrismaticaDev2 жыл бұрын
Heya Victor! The foam around the character is actually a completely different system that uses a render target and a depth capture - it's the exact same method as my landscape interaction stuff. I'll be making a video on it in the future :)
@victorthebard2402 жыл бұрын
@@PrismaticaDev Thanks, I'll be checking your landscapes videos and keep on trying while waiting for new content! Keep up the great work, your channel is awesome!
@TilW3 жыл бұрын
0:20 cat vibing in the background
@PrismaticaDev3 жыл бұрын
There are always cats vibing in my studio :P
@giorgikoridze86082 жыл бұрын
You're covering things that I've never seen others have ever covered.
@chrispetersen36132 жыл бұрын
When you zoomed in on the kitty… I’d subscribe to your channel a thousand times.
@ShinzuMusic2 жыл бұрын
I have this issue in VR mode with my quest 2 where there's glitchy lines on the water & the reflection is so off. Looks great when simulating in Unreal but when I put the VR headset on it looks weird and laggy. Would you happen to know why? It's a custom water plane, nothing too fancy. Thanks! 🙂
@Luna0101134 ай бұрын
Refraction is not fully supported for Mobile/Quest platform, mostly its faked with cubemaps
@Fokkusu3 жыл бұрын
that was an excellent video, I'm going to be testing this shader on vr with forward shading and see what happens :)
@PrismaticaDev3 жыл бұрын
Oooh yes! Please let me know how it goes - hopefully it's a great alternative to Translucency
@Fokkusu3 жыл бұрын
@@PrismaticaDev sure! I will do it today
@Fokkusu3 жыл бұрын
I did it and shared it on the discord, for anyone reading this, yes this water is cheaper than traslucent water, specially in forward rendering, and looks perfect in VR
@AlvaroRealtimeMayhem3 жыл бұрын
Dude, this is gold.
@GarethNN Жыл бұрын
Fantastic video, thanks, you're a life saver!
@void9853 Жыл бұрын
Thank you! By the way, if you use 0 for metallic, specular and 1 for roughness, the number of instructions will be significantly reduced for stylized water
@DahaiLi3 жыл бұрын
elegantly done.
@DuckJohnn11 ай бұрын
For me, the "DistanceToNearestSurfase" doesn't work like in the video. Whole water area just bounces. Turning "generate distance fields" on doesn't help.
@sachaleighton251811 ай бұрын
I have the same issue!
@YarogorАй бұрын
select water plane and uncheck "Affect distance field lighting"
@preshader77183 жыл бұрын
Have to love the “Forest” track, one of my favorites
@cocinando3d3 жыл бұрын
Amazing, as always!
@ThomasBerglund-y8f2 ай бұрын
wait i could make water in 1 minute? you're awesome thanks !
@markbay92753 жыл бұрын
Very cool effect. Great work as always.
@666nevermore Жыл бұрын
Refraction must go 1.33, the reason you see it wrong is because on the root is default “index of refraction” but you have to select the second option which is more fitting for larger surfaces like water
@BecineStudio9 ай бұрын
What a great tutorial!
@albertusugd3100 Жыл бұрын
Can someone tell me how did he reduced the base pass shader count from 608 to 133 in minute 7:59?
@PrismaticaDev Жыл бұрын
If the opacity is a constant 0 or 1, it doesn't have to render both "versions" of the shader.
@PrismaticaDev Жыл бұрын
Also, only using one of Absorption/Scattering will reduce the complexity as well. Keep in mind, however, that instruction count isn't a very accurate way to measure performance of a shader since all instructions have different costs (an Add an a Texture Sample are 1 instruction each, but one may be 100x more expensive than the other)
@albertusugd3100 Жыл бұрын
@@PrismaticaDev can i send you a screenshot of what im working on? i still have like around 700 instructions
@PrismaticaDev Жыл бұрын
@@albertusugd3100 700 is quite normal for a SLW shader. If you're using unreal 5 they might have changed the way the instructions are calculated (more accurate to performance etc) Feel free to chuck a screenshot in the discord :)
@a.l.murkar64253 жыл бұрын
"Let's just create a plane" *drops gigantic picture of his head* love it lmao
@jankystreams33374 ай бұрын
Hey Charlie, how did you go about making the sparkles in your water?? I think it looks amazing and I would love to do something similar.
@mykhaylov153 жыл бұрын
You are incredible! very cool presentation of information, very nice to watch! thanks
@goeorgehuxleywells53752 жыл бұрын
Wow thanks for the tutorial it gived a big level up to my project!!
@aluckyshot2 жыл бұрын
Inspiring! Definitely will tune in and try to learn.
@etienne4081Ай бұрын
Phase G is actually the anisotropy that controls light reflection onto the water
@Nimasti Жыл бұрын
Awesome tutorial, thanks you :D you gained a subscriber.
@flying_redkite Жыл бұрын
Amazing video :) Thank you
@okamitsu74 ай бұрын
That tutorial is really cool but, have a lot of cut and a lot of node appears, i'm a bit lost even if i can have a good water at the end without all that new nodes
@allalongthewatchtwer2 жыл бұрын
this tutorial was very useful, thanks, Gyro.
@okamitsu74 ай бұрын
4:50 where can i find that caustics effects
@chrismaurath10573 жыл бұрын
Another great video!!!
@PrismaticaDev3 жыл бұрын
Cheers Chris! Hope you learned a new trick :)
@bringfire5 ай бұрын
Do you know if there's a way to tune the Fresnel angle within a material using the Single Layer Water Shader? I want my reflections to be more prominent at steeper angles of view. Love your content, btw...some of the best on YT!
@spencersine27234 ай бұрын
ty for this helpful tutorial!
@Paulo_Dirac Жыл бұрын
Came for shader stuff, watched the cat all along
@bronsoncjmj2 жыл бұрын
Just wondering how you got the zeros to come up with just a click? I can't seem to find an answer online so I'm guessing it was a hotkey? Thanks in advance and I appreciate the uploads!
@bronsoncjmj2 жыл бұрын
Nevermind, the Unreal Engine 5 facebook group had the answer. Just hold 1 and left click the grid pattern in the material window :)
@PrismaticaDev2 жыл бұрын
@@bronsoncjmj Was just about to answer but you've already got it! There are a tonne of useful little shortcuts like that
@bronsoncjmj2 жыл бұрын
@@PrismaticaDev thanks!
@darnedghost20083 жыл бұрын
Thanks great tutorial as usual
@PrismaticaDev3 жыл бұрын
No worries :) Hope you found it useful!
@vspicey3 жыл бұрын
this is exactly what i've needed thank you :')
@armaanc.6846 ай бұрын
For anyone who is encountering weird issues, i.e., normal maps not working, make sure you have the refraction method set to Index of Refraction in the material details.
@HotDumpsterCrab6 ай бұрын
Wow! I'm just desperate to know how you make the full ocean material.
@alexanderalikin12102 жыл бұрын
How would you go about adding reflections to the water? They don't work by default. The only way, as fa as I know for now, is by adding SSR reflections to your post-process volume which sadly prevents you from using Lumen reflections in your scene. Planar reflections also doesn't work on single layer water.
@nether62092 жыл бұрын
Specular = 1
@alexanderalikin12102 жыл бұрын
@@nether6209 No smart ass. There was no reflections for the single layer water. But it has been added with the latest update of the engine around a month ago. Thank me later.
@nether62092 жыл бұрын
@@alexanderalikin1210 ? what's the reason for rudeness? I was trying this today and your comment had no reply. You're a poor excuse of a human being. Also I have no reason to thank you.
@nether62092 жыл бұрын
Oh wait I checked your channel and you look like a serial killer irl. No wonder.
@alexanderalikin12102 жыл бұрын
@@nether6209 The reason for my rudeness is the fact that your answer was useless and had nothing to do with reality and with what I initially posted.
@НеизвестныйЯ-г4ь3 жыл бұрын
This foam awesome!
@PrismaticaDev3 жыл бұрын
Thanks mate! :)
@jayjaygolden51232 жыл бұрын
where did you find the texture for caustics?
@jamesgabor92843 жыл бұрын
Im a new subscriber bc this seems like such a good game!
@PrismaticaDev3 жыл бұрын
Thanks James
@OreoRobDog3 ай бұрын
the little waves on the edge of the water is there BUT its soo small idk how to make it more visible
@bernardvezina-gagnon24 Жыл бұрын
My refraction is disabled In the Mat , even with the distance field in settings ON , any ideas on how to fix it ?
@thumbsup082 жыл бұрын
Awesome Vid! How do I put it on the world space?
@sarahgreaney8241 Жыл бұрын
Just wondering where you got the cloud noise texture? would love to use it if thats ok? great tutorial for water:)
@markelishaev6173 жыл бұрын
Great content! Do you think that ~600 instructions is good? I also couldn't find a way to reduce it with dynamic water.. Also, in the last part of the video I don't know if that was the same material, but you had there 200 instruction with what seemed like the same result, how come?
@PrismaticaDev3 жыл бұрын
Heya Mark! I wouldn’t get hung up too much on Instruction Count - it doesn’t take instruction complexity in to account so it can be quite misleading. SLW is also opaque so it doesn’t result in any overdraw/rendering pixels twice. As for the instruction difference later on, it might have been when I enabled/disabled Scattering
@cr0uchingtiger Жыл бұрын
Dammit. Got this working because my other water material casts weird reflections. But the shadows cast on the water of SingleLayerWater can not be soft.
@Maciej.01 Жыл бұрын
thaanx
@okaydude57822 жыл бұрын
how are you able to just bring up the parameters boxes without right clicking?? im curious of the shortcut key
@guilhermenaco2 жыл бұрын
1,2,3 = Constant Vectors / S and V=Parameters / A,D,M,S = Math Operations / T = Texture Sample and so on
@parallax_xixАй бұрын
alright video, I don't like how only half the screen is shown because at multiple points in the video I am noticing the settings of things are changing without it even being mentioned. Also, this video has a lot of add this here without even saying what 'this' is
@TwiejkVR25 күн бұрын
Just to be sure, if anyone arrives here and wonders why it doesnt work for you. There's a good chance you used a PLANE in a low poly asset pack, they consist of only 1 singular plane, not great to display textures on ;p
@issac77877 күн бұрын
Thx
@inversus17333 жыл бұрын
Man, you are amazing. It would be very interesting if you made a waterfall.
@RprtBak2 жыл бұрын
SO. GOOD. :D Thank you!!
@lhmsc2 жыл бұрын
Awesome! You got a subscriber :) Got a question if you may: I'm testing this with Lumen and the water plane seems to receive sharp shadows, in addition to the refracted shadow on the "water bed". In your example I can't seem to notice the shadow on the water surface. Shadow on the water plane also seems to lower the quality when I get closer. How do I get rid of it?
@PrismaticaDev2 жыл бұрын
Unfortunately I don't have much experience with Lumen and all of it's quirks, but I'm sure it's just an oversight from the Epic team and will be fixed in a future update. They themselves rely pretty heavily on SingleLayerWater so I doubt they will let it look bad for long haha
@lhmsc2 жыл бұрын
@@PrismaticaDev Thanks for the reply! I just read that this shader model is not supported with Lumen yet. Maybe in 5.1 :D
@polyatriton9801 Жыл бұрын
thank you very much for the material)))😄
@Neki2K12 жыл бұрын
What do you think about Water System Plugin and Single Layer Water when applied to the game? I'm a newbie UE and am looking for information on water generation, so SLW will probably have better performance than WSP, but WSP probably has something for Epic to spend on building it, hope you can help.
@PrismaticaDev2 жыл бұрын
I haven't actually used any water plugins before unfortunately - I've always just used simple planes and splines for my water. However I'm sure there are some resources about alternate methods and their pros/cons
@francisconhernandez99482 жыл бұрын
The foam, and the green stuff being removed, are you doing that with renderTargets and SceneCapture? I love you dude, your tutorials are the best!
@andreascomposer5055 Жыл бұрын
Great showcase for the shader model! This might be a stupid question but how did you get your character to make ripples in the water? What I have found is that a skeletal character dosen't produce a distance field?
@fuglong Жыл бұрын
attach invisible cubes or spheres to your skeletal mesh and use those. One on each foot, one on the pelvis, and one on the chest.
@alessiamuggetti79302 жыл бұрын
im sorry i have a question the texture that you use for the caustic how did you created it?
@Zeuzdelaluz2 жыл бұрын
Hello Alessia, If you have a texture node just type in caustics it will give you a caustic texture you can use. Apply a panner 2 times and the second pannes have it going opposite from the first one and you have yourself some cool-looking caustics. =)
@luz0103 Жыл бұрын
How do you get the sort of rainbow noise color texture for the caustics?
@yunoswaifu3 жыл бұрын
Thank you! How do I make this work with my Celshade???
@PrismaticaDev3 жыл бұрын
Is your cel-shader material-based or post-process based? If it's post process, it should just work by default :)
@yunoswaifu3 жыл бұрын
@@PrismaticaDev It's post process but It was my bad!! I had a value 0 constant on my Base Color and my water was glowing ahaha. Sorry!! Nice tutorial, I'm learning a lot!!
@PrismaticaDev3 жыл бұрын
@@yunoswaifu Ahhh yep, that would have been causing a Divide by 0 artifact haha. Glad you fixed it! :)
@archsteel72 жыл бұрын
Bless this comment, was having the same issue. My base color was 0, which was messing up my cel shader and making it completely dark. Setting the color to 1 caused it to glow, but then setting specular to 0 fixed it for real.
@hugo-samson10 ай бұрын
But then how do you remove the shadows on it? Cause now shadows are just cast like any opaque materials
@PrismaticaDev10 ай бұрын
Set the Opacity to 0. The "Opacity" means the surface opacity, not the water opacity.
@hugo-samson10 ай бұрын
@@PrismaticaDev but I use the opacity for the cusp with distance to near.. Since 0 opacity doesnt show the color, i use the distance as an alpha
@PrismaticaDev10 ай бұрын
@@hugo-samson the colour of the SingleLayerWater type comes from the Absorption values, not the Base Colour. The Base Colour denotes the colour of the surface of the water
@neeedsmorebeer65732 жыл бұрын
Great vid thanks! Unfortunately, the single layer water shading model does not appear to like being two sided. When I make it two sided and view from underneath looking up, it seems to black out the sky but everything else retains its base color. When I switch back to a translucent default lit shading model, the problem is no longer there. Any ideas if this can be rectified or is this just a limitation of the single layer water shading model?
@SplitPaint Жыл бұрын
So the node that he calls ( Water Absorption ) how do i find it in the search ? Extremely stupid question but im stuck :D
@alinarangi78269 ай бұрын
Hi man, thanks for awesome tutorial, im new to UE and i want to make game assets and sell them and try to optimize my assets from beginning, in Unreal what is that number that shown in state menu, Base Pass Shader, and how can it helps to know how much this asset or shader or... is optimize or not optimize, thanks in advance, Also i have another question, do you have any tutorial about how can i setup a nice and good optimized parallax occlusion Decal? Thanks man
@Orangefordays2 жыл бұрын
How to work with Cel-Shader, it's just black?
@levinqu71923 жыл бұрын
Hey, I'm using UE4.27. When I give 1 to the base color, and give a texture to opacity, the color is black. I noticed you have got white wave in your tutorial. Do you know why is this situation?
@charlessnix75472 жыл бұрын
same question
@charlessnix75472 жыл бұрын
found it after commenting; make sure your base color value is 1
@Axeinus2 жыл бұрын
@@charlessnix7547 I could not figure this out. I was trying to use the cel shading and incorporate the water shading and it just wasn't working. I'm finding that 0.7 is giving a nice effect thanks to your comment
@somni4516 Жыл бұрын
@@charlessnix7547 Thanks man
@DatPhan-uo7ep3 ай бұрын
question but where did you download cloud noise?
@PrismaticaDev3 ай бұрын
Hello - I created it in Photoshop a while ago, but there are plenty of free noises on the internet. You can also create custom noise using Quixel Mixer and other material design apps
@PrismaticaDev3 ай бұрын
Oh and there are a few floating around in the engine files themselves :)
@lucasgabrieldelimagoncalve5015 Жыл бұрын
it worked perfectly here! but I noticed that the terrain does not generate waves with the "distanceToNearestSurface"... any idea how i do this?
@kevinzawarrior Жыл бұрын
Whenever I connect the 0 value to the absorption coefficients my UE5 Crashes, is this a bug? Im new to UE5 and Ive come from unity so i dont know if im doing something wrong
@DreamweaverGameStudio Жыл бұрын
same thing here
@DreamweaverGameStudio Жыл бұрын
Searching through the internet, I discovered that my graphics card might not be 100% compatible with DirectX 12. I switched to DirectX 11 in the project settings, and it worked just fine. I hope it helps you as well.
@playcrate293211 ай бұрын
I have a problem with this "single Layer water" and my PostProcessVolume (CellShader+OutlineShader). Basically, this water surface overwrites the post-process effects.... How can I solve this problem?
@johninglis26222 жыл бұрын
would u have to create mesh spline in order to change the direction water such as a river?
@CombatFXZone Жыл бұрын
Great Tutorial! Is it possible to render translucent particles (for instance niagra Water Bubbles) behind a single layer water material? I tried testing this with several different materials for my particle bubbles (DitherTemporalAA, Standard Translucent, Thin Translucent, Additive Unlit) but none of them were visible behind my water material.
@DesignRevolutionary2 жыл бұрын
Hey thank you for this tutorial! I have one problem I cannot find the answer to: When I make changes to a node I copied, it changes the original too. How can I copy a node, without affecting he original?
@PrismaticaDev2 жыл бұрын
Hey hey! You'll need to either create a new Param, or change the Name of the param (although that might just change the name of all of the linked ones)
@DesignRevolutionary2 жыл бұрын
@@PrismaticaDev Hey, Thanks for the quick reply! Your answer helped a lot, it was a Noob mistake lol. (I forgot to rename the pasted node (WaterAbsorbtion) to (WaterScatteringColor) before changing the color, Keep up the great work mate 💯
@nathaniel84222 жыл бұрын
can I ask a question. Is it possible to do underwater in a way when character (third person) is not underwater, than we have current settings with sky and water lighting. When character goes underwater we set other settings of water (light and scattering, so that it is more translucent). Thanks