top of page

<AR GAME> Oxygen Poor

Development and design 1




Design an immersive underwater experience space in AR

 


Part 1 --- Watershader


  • Learning Reference

- Learned the node connection function of a simple water shader.

- Adjust the parameters of the water shader to control the speed of water flow.


Tutorial - How to create an Ocean Shader with Shader Graph in Unity􏰀

- Unity: Water Shader with Amplify 􏰁URP􏰂

- Basic water using Shader Graph in Unity.


  • Steps

- Water shader: My node connection practice in unity.


  • Test

I created a water shader in URP, but when I tested it, I found that the water effect could not be displayed in the AR program, so I rebuilt the AR program in the 3d scene.




Part 2 --- Fill the space with ocean blue


  • Learning Reference

- Learned how to use the Post Precessing plug-in to handle color changes in

underwater spaces.

- Learned how to make underwater volumetric fog effects through the particle

system.

Tutorial

- UnderwaterFX with Unity2019

- UnityTutorial:UnderwaterPostProcessing

- UnityVFX-FakingVolumetricFog(ParticleSystemTutorial)

- MiniUnityTutorial-HowToCreateFog&NightIllusion


  • Method 1 --- Use Post Processing

I first used Post-process-Volume in the URP scene to achieve the blue effect of the underwater space, and found that the Lift Gamma Gain control can adjust the color change of the space. But because it cannot be displayed in the AR program, it was finally abandoned.


Next, I tried to add a post-process volume plug-in to the 3d scene, but it has not changed its color. After many attempts, I found that this is a feature migration problem of the latest version of Unity. I need to add controls Post-process Volume and Post-process Layer to ARCamera in AR Session Origin.


In the Profile column of Post-process Volume, a new ARCamera Profile has been added. Finally, it was successfully displayed in the AR program.


  • Method 2 --- Use Volumetric Fog

The effect of Use Post Processing in the AR program can only reflect that the space is blue, and the effect of simulating the submarine space is not good. I chose the second method, adding blue volumetric fog to the space scene to express the dynamic effect of the underwater space.


  • Test

The AR test did not show the volume fog effect. After checking Prewarm, the volumetric fog is displayed in AR.


  • What can be improved􏰃 ?

- Due to limited time, there is an effect that hasn't been done yet. In order to make

the underwater space effect more realistic, we can also add a unity refrection

shader to the scene to liquefy all the objects in the space.

- Add a lighting function to the scene, increase noise, and let the underwater

space show the changes in light and darkness.

Comments


bottom of page