# PostProcessWater **Repository Path**: ZheJi1_admin/PostProcessWater ## Basic Information - **Project Name**: PostProcessWater - **Description**: 来源于:https://zhuanlan.zhihu.com/p/88131691 对后处理无限水进行了分析注解,对内部参数和shader进行了修改,得到了不错的画面效果 大致上由以下技术点组成 屏幕世界坐标还原 水面坐标计算 镜面反射 菲涅尔反射与透射 水体次表面散射 水面波纹实现 水面波函数 噪声图 体积雾 深度雾 Bloom 色调映射 - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 1 - **Created**: 2020-06-23 - **Last Updated**: 2022-07-18 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Post-processing & Procedual Shading Demo Demos for post-processing & procedual shading learning. Develop with Unity 2019.2.6f1 Implement by extending Unity Built-in Render Pipeline with Command Buffer. Post-processing demo in `Assets/Scenes/Postprocess` Procedual demo in `Assets/Scenes/PerlinNoise` ## Implemented Post-processings - Fog. - Infinite water reflection. (See [https://www.sardinefish.com/blog/?pid=342](https://www.sardinefish.com/blog/?pid=342)) - Atmosphic scattering. - Volumeric shadow. - Screen Space Ambient Occlusion. - Bloom. - Post color processing. ## Implemented procedual shadings - Perlin Noise generating. - FBM based noise rendering. - Ray-marching terrain rendering. - Noise texture with domain wraping. ![](./img/1571721088322.png) ![](./img/1571832131375.png) ![](./img/1571835834114.png) ![](./img/1571984296305.png) ![](./img/1571994989590.png)