Trending
Opinion: How will Project 2025 impact game developers?
The Heritage Foundation's manifesto for the possible next administration could do great harm to many, including large portions of the game development community.
The seventeenth weekly video devlog of Deterrence. This week I go over how I made a custom terrain and water shader using Unity shader graph.
A tower defense mixed with real-time strategy where you repel attacking sentient AI robots until they give up.
I don't know how to program a shader, but thankfully Unity has a package to make shaders in a GUI environment called Shader Graph. To start off, I needed to recreate a standard terrain shader in shader graph. I managed to find a tutorial on how to do this in shader graph by Léo Chaumartin here.
Once I had a complete terrain shader, I could add and edit it to stop textures from repeating. First, I added a procedural noise to blend with the final result of the textures. This would give the overall terrain light and dark areas.
To get the textures to stop repeating, I needed to rotate the UVs of each individual tile somehow. I managed to find a shader graph tutorial by Ben Cloward called infinite hex tiling. I followed all the instructions of his tutorial and I was left with a bunch of sub graphs that I used to replace the UV and sampling nodes in the terrain graph.
There are many water shader tutorials out there, I decided to go with PolyToots tutorial that can be found here. To make my own normal map asset for the water, I used the freeware version of Project Dogwaffle. In Project Dogwaffle, I rendered a black and white plasma noise, then to make the tiling seamless, I ran the texture through a seamless texture tool, and finally, I imported the texture into Unity and converted it to a normal map through gray scale.
Read more about:
BlogsYou May Also Like