The post-processing effect checks the depth buffer to see if a pixel is above or below the water surface. This method requires a G-buffer – at least you need a texture containing the depth values of the scene. The second method is described in the article Rendering Water as a Post-process Effect. ![]() To create water, we can either render a 3D mesh with a water shader, or render a 2D quad and apply a deferred rendering/post-processing effect. ![]() Instead, we will briefly describe all relevant parts, link to the relevant literature and go into detail where we have added something new. This will not be a complete step-by-step introduction – there are already many articles out there (see Water Rendering Resources ). By Helmut Garstenauer, Martin GarstenauerĪs requested, we will describe some implementation details of our water rendering solution.
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