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I’ve been working on this water project of mine, but I’m having some trouble masking out water from inside the boat. I know that in Unity it’s possible to use the render queue to achieve this… but I haven’t been able to find a similar solution for Godot shaders.
I’ve experimented with the DEPTH value and I even went to the second page of Google, but alas I have yet to find a solution which will suffice.
So my question is… is it possible to use a plane with a shader to mask out certain parts of the water? My node setup is that the ocean is a MeshInstance node for itself, and the mask mesh is a child to the boat’s spatial node.
Here’s an example of what I want to achieve (made with haste in Blender)
I also found this YouTube video of something doing it in Unity.
Can you add an example image?
ramazan | 2022-07-30 08:16