Open pietru2004 opened 1 year ago
Thats actually a pretty neat idea for an addition to the demo, I need to think some about this
so I have some ideas for this: -1 when player enters water check its AABB and with some kind of shader colorize players view distance -2 Use 4.0 env. area fog to make water effect (yep the one that is having issues ATM https://github.com/godotengine/godot/issues/72331) Make water work similar to flying, but when in water :
a) disable gravity
b) slow player falling speed As for movement it could be:
a) using climbing to climb throu water (possibly most safe for not getting sick for those who get sick in vr)
b) making swim motion to move - slow hands movement causes no move, rapid hands move causes to swim (might be annoying for some people)
c) use direct movement or flight movement to move in 3D space of water
@pietru2004 this is how I was going about water in unreal engine mobile pipeline. No post processing of any kind. All color and lighting are driven through material. I'm thinking about remaking this, different and likely better, in Godot 4. The colors are driven from a world position height value and color curve. Ignore the top water effect. Was debugging an android vulkan thing in unreal at the time.
Looks nice
I think there should be a demo for water diving (clear and mudy). Swim mechanic could be made with mix of gliding flap motion and fly, but with hand actions for swim in directions.