Questions about the wetness effect
DieZone19 opened this issue · 1 comments
DieZone19 commented
alelievr commented
So, right now this is not possible because it's a screen-space effect. Though with more work you could set up a volume system (like in your picture) that you pass to the shader to fade the effect.
You'd need to convert the list of volumes to a list of OBB with a fading radius and upload it with a GraphicsBuffer. Then in the shader, you can simply iterate over all the volumes to find the minimum fading value to apply at a certain position in world space.
An alternative solution to locally apply wetness like that is to use a decal shader graph: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@16.0/manual/master-stack-hdrp.html