Hey everyone!
I am putting the finishing touches on a simulator that I am working on. The final piece of the puzzle is some sort of underwater 2d filter. I do have the island demo (though I can’t remember who from). But that seems to be a bit hard to implement. The simulator will be fully underwater, so that means that the filter can be on all of the time. And I think that a “simple” wavy distort filter would do the job nicely. However I have not ever written a 2d-filter, and I’m a bit short on time at the moment. So I was wondering if anybody had a good wavy distort or under-water 2d filter.
This is a basic filter that just uses Sine and Cosine with a Timer property to distort the screen. You can mess with it if you’d like; it’s fairly simple. Not perfect, be warned; assembled very quickly. Anyway, set this up on an object with a Timer property “timer”.
Hi! Could you reccomend me a filter that makes a blue fog close to player when player is in water(when filter is activated). I need a good looking uw filter…
Maybe there is a way to make the mist be located only under 0.0. That way it would look quite good. I just need it to not to be on top of water, but need it to be under it…
Hi youle, your shader have some errors on my pc, you are trying to do math operations with int and floats (what is not supported by some cards), here a fixed shader:
Maybe that’s why It does not work with adrian, and why all those cubes have the shader? it is an 2d shader, you just have to use one filter 2d actuator.
Wow, good shader, except- the objects, which are very close, get solid colored… How do I fix it(how do I make them uneffected by shader at all). Here is screen:
OK! Got it. Inreasing the camNear solves that. Setting float far allows you to regulate the density. However, as you can see, there is a frame around which could be removed…