Stylized Water Shader
alexanderameye.github.io
Stylized Water Shader
1–10 of 22 posts
Re: Stylized Water Shader
#2Re: Stylized Water Shader
#3Re: Stylized Water Shader
#4Animated PNGs don't work in Safari, and in Firefox they eat up literally all my CPU.
Re: Stylized Water Shader
#5Is there a name for this graphics style? I've seen it in several games over the years, and have enjoyed it significantly in e.g. The Witness.
Re: Stylized Water Shader
#6Animated PNGs don't work in Safari, and in Firefox they eat up literally all my CPU.
Uses 2-3% of my CPU viewing the animations.
Re: Stylized Water Shader
#7Animated PNGs don't work in Safari, and in Firefox they eat up literally all my CPU.
Re: Stylized Water Shader
#8Is there a name for this graphics style? I've seen it in several games over the years, and have enjoyed it significantly in e.g. The Witness.
As with illustration, there are many approaches, and your example of The Witness is an interesting one as it combines abstract, flat textures with a hyper-real lighting model that exaggerates the effects of bounces and translucency. It’s very much its own style, while being an excellent example of NPR art direction.
Re: Stylized Water Shader
#9Animated PNGs don't work in Safari, and in Firefox they eat up literally all my CPU.
edit: I checked it now and I don't actually see any APNGs in the website? Only auto-playing mp4s which Firefox allows because there is now sound, and also some webm. Didn't really notice a pattern on why each one was a different file format and displaying one or the other didn't show noticeable performance impact. JavaScript disabled by the way.
Also, while trying to reproduce I reopnened Firefox process manager but it only listed the website as using 20% CPU which is still a lot but somewhat to be expected with the amount of auto playing videos. Previously the flame graph for the page performance had a huge bar dedicated to "Image Decoding" however I couldn't really find the culprits unfortunately. What I found is that the issue intermittent, it's possible when the videos in the page restart Firefox for some reason had to decode them again and thus a spike in CPU usage.
Re: Stylized Water Shader
#10> As you might have seen in the previous clip, the refraction we have right now is flawed. When an object sticks out of the water you'll see that the refraction effect is present in places where it should not be.
> One way to solve this is to perform a depth check to see if we should use the distorted or the undistorted UVS.
I've seen these artifacts in new games for almost 20 years, and the whole time, I wondered if there was any way to fix them without redoing it all using ray tracing or something.