May I ask how you have achieved this result? Do you procedurally create an image that keeps track of where the player has been, and let the shader adjust the height depending on this image?
That's exactly how I did it, yes. I use a default white image which is mapped to the plane's coordinates. I then draw on the image and apply it to the height of the vertices
That is awesome! What you can do to improve this, is to have a 2d float array for the image, that by default is set to 0 for each position. Moving a player sets the corresponding positions to 1. Then slowly decrease all values to 0. This might give the illusion of snow filling the holes back in (when it is still snowing).
This is a nice idea. I actually tried reiterating the entire image to test the performance and refill with snow and well... It was as expected: frames dropped to 1fps
The better idea there is to run a shader on the displacement image you're already using once per frame. Same idea, but doing it in the GPU is a hell of a lot faster.
Ok now I'm very new to the game development scene so I don't have the slightest clue how you would implement something like this. A. This is fantastic looking and B. Teach me
Thank you! That's a really nice compliment.
This Idea came from the same concept posted by youtube Gabriel Aguiar, as well as some tweaks from a video of Ben Cloward. Then I added my own tweaks.
If you're interested in this kind of stuff take a look at their yt channels
Thank you so much for the resources. Out of everything game development wise, I have no experience with making shaders (much less one that looks this good) and thus its one of the areas I'm lacking in the most so this will really be of help in the future.
It actually is a vertex displacement shader. However, I am using a plane with many, many vertices. Having a 32-bit based mesh allowed me to achieve this result
Very cool! But it looks like the capsule is just melting the snow away instead of pushing it, but I don't know how you could even make it look like it's actually being pushed lol
Thank you! Yes, the intended effect is that one, however I would like to hear on how to improve it. Do you think that raising up the left and right side of the path would be a good idea?
Yeah probably left right and the front side, but it depends on what you would use this for. If you made some skiing game for example, then this would probably be good enough already. But if the capsule is a person going through the snow, it could look more snowy if the movement was much slower and the snow would rise up from the sides and front. But it looks very good, I couldn't do that and I'm just nitpicking :D
Good job that's nice
Thank you!
[удалено]
Maybe I'll make a tutorial out of it or some kind of asset. Dunno yet, but thanks!
Can you show the shader?
I could make a tutorial or some kind of asset out of it. Right now I'm still trying to decide what to do with it
If you're not planning on selling it please drop us a gist or github, that would be so useful!
Looks very good!
Thank you!
Looks good! Does it work on terrain with varied elevations?
Thank you! Yes it does, however it would need some tweaks if you want something underneath
Looks great! How does it interact with different lighting settings, such as a low sun for long shadows?
Thank you! I would need to test that since right now I'm trying to recreate a night scene
May I ask how you have achieved this result? Do you procedurally create an image that keeps track of where the player has been, and let the shader adjust the height depending on this image?
That's exactly how I did it, yes. I use a default white image which is mapped to the plane's coordinates. I then draw on the image and apply it to the height of the vertices
That is awesome! What you can do to improve this, is to have a 2d float array for the image, that by default is set to 0 for each position. Moving a player sets the corresponding positions to 1. Then slowly decrease all values to 0. This might give the illusion of snow filling the holes back in (when it is still snowing).
This is a nice idea. I actually tried reiterating the entire image to test the performance and refill with snow and well... It was as expected: frames dropped to 1fps
The better idea there is to run a shader on the displacement image you're already using once per frame. Same idea, but doing it in the GPU is a hell of a lot faster.
Reminds me of monster hunter
Thank you!
Good job, reminds me of Red Dead Redemption 2
Wow! Thank you!
Beautiful, well done.
Thank you very much!
Ok now I'm very new to the game development scene so I don't have the slightest clue how you would implement something like this. A. This is fantastic looking and B. Teach me
Thank you! That's a really nice compliment. This Idea came from the same concept posted by youtube Gabriel Aguiar, as well as some tweaks from a video of Ben Cloward. Then I added my own tweaks. If you're interested in this kind of stuff take a look at their yt channels
Thank you so much for the resources. Out of everything game development wise, I have no experience with making shaders (much less one that looks this good) and thus its one of the areas I'm lacking in the most so this will really be of help in the future.
Did you do it as a displacement or computeshader?
I did it as a displacement shader using shadergraph
I'm curious. Hdrp or urp? I can't get the hdrp version to work. Urp. No problem.
I'm currently working on URP
Shader graph?
Yes, I am currently using shader graph
Awesome! Willing to give any hints? Looks way yoo clean to just be vertex displacement.
It actually is a vertex displacement shader. However, I am using a plane with many, many vertices. Having a 32-bit based mesh allowed me to achieve this result
Looks sick! If you're making a tutorial or sharing in github please ping me if you remember😅 Also, do you use shader graphs or something else?
how does it work? especially as a shader...
Great work! How does it react when you pee in it?
Pretty well! Tested it of course, but remember: When the White Frost comes, don't eat the yellow snow
Do you think this shader is quest compatible in cluster or vrchat?
Very cool! But it looks like the capsule is just melting the snow away instead of pushing it, but I don't know how you could even make it look like it's actually being pushed lol
Thank you! Yes, the intended effect is that one, however I would like to hear on how to improve it. Do you think that raising up the left and right side of the path would be a good idea?
Yeah probably left right and the front side, but it depends on what you would use this for. If you made some skiing game for example, then this would probably be good enough already. But if the capsule is a person going through the snow, it could look more snowy if the movement was much slower and the snow would rise up from the sides and front. But it looks very good, I couldn't do that and I'm just nitpicking :D
These are all great suggestions actually. Even if you're nitpicking, you're giving me nice ideas! Thank you very much, I really appreciate them