11128
September 2, 2025, 9:04am
1
This is the same issue as the following two topics
The camera tilt look at water, it seems some problem with the reflection image on stretched state
[20220722003144]
[image]
When the viewing angle is parallel to the horizontal plane, the water surface will deform and pull
When viewed horizontally, the reflection appears to be stretched, and when viewed from below, it appears to be removed by that amount.
This can be prevented to some extent with camera’s minZ, but it doesn’t solve the root cause. Is there any way to improve this or find a solution?
PG link
2 Likes
sebavan
September 2, 2025, 2:00pm
2
I ll try a trick to fix it
2 Likes
sebavan
September 2, 2025, 2:08pm
4
4 Likes
roland
September 2, 2025, 4:18pm
6
This issue was haunting me as well a while ago. I “solved” it by locking the viewing angle
Well done @sebavan , looks really good! Thx!
ntech
September 2, 2025, 6:00pm
7
You can also use NodeMaterials if you need to customize or do something different like this:
Based on @roland and @qkrxotn7287 ’s discussion here:
https://github.com/qkr7287/WaterTest => Sahder files or Model and Texture materials used by Unity.
Babylon.js Playground => The playground that I’m trying to apply.
https://nme.babylonjs.com/#3FU5FG#54 => NMENode Material that we’ve been implementing.
Hello! I’m a beginner developer who is developing using Babylon JS.
I want to develop a shader like the picture using Babylonjs Node Material Editor.
I’m not sure which part to touch more in the current development situation. Is there anyone w…
3 Likes
11128
September 3, 2025, 6:04am
8
This is the moment when a long-standing problem is resolved.
As for the back, the water material was not made considering it (the appearance under the water), so the back was added separately like the final PG.
PG Link
Separately, I checked that the extended reflections for regular refractive textures, not water materials, are generally accurate.
1 Like
11128
September 3, 2025, 6:14am
9
As you mentioned, I know other great users have created or recommended different versions of water shaders, and I’ve also created different water shaders with them in the past.
however…..
This time, I was making a separate glsl that works similarly to the existing water Material, but I lost to the calculation of reflection and refraction.
2 Likes
ntech
September 3, 2025, 10:04am
10
Use Schlicks approximation to start. Here’s a small presentation on the basics. I hope this helps you get a basis for yours.
3 Likes