Jump to content
  • Advertisement
Sign in to follow this  
riuthamus

Water shader issue

This topic is 2190 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

gallery_1_371_214642.jpg

As you can see from the picture above, we are getting an odd error with the water. Any clue as to what could be causing this?

Share this post


Link to post
Share on other sites
Advertisement
looks like the order of rendering. To me it looks like your blending the water with the other mesh. try terrain water then objects

Share this post


Link to post
Share on other sites
Hm... rendering order doesnt seem to be the issue. Reflection/Refraction maps might be the possible cause. Not sure how to figure out what is the cause... to say the least very frustrating. The sad part is, even some high end games like Dead Island have this issue.

Share this post


Link to post
Share on other sites
Have you tried to debug those pixels in PIX or Nsight?

Could it be caused by the aliasing? Try to implement FXAA or turn on MSAA... Edited by TiagoCosta

Share this post


Link to post
Share on other sites

Have you tried to debug those pixels in PIX or Nsight?

Could it be caused by the aliasing? Try to implement FXAA or turn on MSAA...


That could work.... but we are having issues adding in FXAA... so many variables. We will try out some AA next and see what happens. Again, thank you for the ideas... any leads are good leads at this point.

Share this post


Link to post
Share on other sites
The reason for it is because the water shader is sampling a part of the reflection map that contains the sky as a result of the perterbation being applied. The pixel would have sampled a part of the terrain before the perterbation. I don't know how to fix this though.

Water:
[attachment=9726:water.png]

Reflection Map:
[attachment=9727:reflection.png]

Share this post


Link to post
Share on other sites
So, i modified our normal map to use the Y axis and it resolved the issue to some degree. Instead of having the atmosphere bleed we are getting block bleed now!

Fixed the atmosphere bleed:
gallery_1_371_15204.jpg

New bleed tile issue:
gallery_1_371_387767.png

Share this post


Link to post
Share on other sites
So we ironed out most of the issues, but we are getting this odd issue where the sky is being reflected. Any idea on how we can fix these blue spots?

gallery_1_371_522787.png
gallery_1_371_864660.png
gallery_1_371_223581.png

Share this post


Link to post
Share on other sites
We played with the normal images today and still are having the same issue. I am curious if this is related to how we are creating the shader or if this is a texture based issue. Any advice or idea would be greatly appreciated since we are at a loss. Thanks in advance.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!