GWater2 - Smooth Shader

Опубликовано: 21 Июль 2023
на канале: Meetric
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Smooth shader test for gwater2. Top left includes a normal buffer which shows the normal map generated from sprites in screenspace, the second one is the smoothed final result and the third is the actual particles without the screen overlay.

The system itself is not terribly laggy, causing about a frame loss of ~10-20 depending on how much are on screen at a time. This method of screenspace blurring is much more efficient than polygonalized methods such as metaballs or marching cubes while also giving better performance than mathematical representations like raymarching. The downside comes at small "plad" like artefacts, and of course that it is all done in screenspace, (which overlays on top of the viewmodel and most transparent things). The code right now relies on the EGSM shader base (https://github.com/devonium/EGSM) but I will likely move to compiling my own shaders once this one is fine tuned.

Later I may explain the system in detail with fancy animations but for now I honestly did not feel like coding visuals so if you want an explanation you'll have to wait I guess ¯\_(ツ)_/¯

discord:   / discord