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Reply From: | SIsilicon |
I figured it out!!
The water plane will have to be considered transparent for this to work though.
- First you must have two versions of the boat mesh. The original one, and the other being a hull of the other.
- Make the hull a child of the original mesh.
- Then give the hull mesh a
ShaderMaterial
with the following shader code.
shader_type spatial;
render_mode unshaded;
void fragment() {
ALBEDO = texture(SCREEN_TEXTURE, SCREEN_UV).rgb;
}
- Set the refraction to enabled, and set the refraction scale to 0.
- ???
- Profit!!
How can I set the refraction enabled in the ShaderMaterial? It’s only available on SpatialMaterial.
cucaido | 2020-06-13 16:26