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havenphillip

How to use the underwater shader?

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@Marcousik same example...

Scene with creepy materials and marble/shiny wood ground...

So as you seen it's not imposible...

You can make a scene with all creepy materials and only some marble materials in there. But you need work the Textures. Not the shader.

Marble.jpg.4cf306555b41382508c648142a689526.jpg
 

 

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It might still be working and the reflection is just being broken up a lot. I see some blue on his leg.

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On 2/26/2020 at 4:22 AM, Marcousik said:

Right thx adebgamesoft and Russel

 Actually it would be nice to use this shader on a specific material as it seems to turn the entire scene to marble: It is so impossible to compose a scene with old creepy material and marble

I know the screen space reflection shader looks for a specular texture. In around line 76:

        //Get specmap from gbuffer
        float specularity = texelFetch(texture3, ivec2(icoord*buffersize),0).a;
        
        //only compute if we hvae specularity
        if (specularity > 0.0f)
        {

 

I haven't tried this but it could be that you could change the texture to 6 or something and just add your specular on "texture6" in slot 6 in the ones you want to have the reflective effect. Seems like it should avoid everything that doesn't have a specular there.

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On 2/26/2020 at 1:51 PM, Russell said:

You can make a scene with all creepy materials and only some marble materials in there. But you need work the Textures. Not the shader.

yes all right thx 👍

Happy it can be done. So only set the specular to 0 on material and the effect of the shader is gone, cool thing really.

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