Underwater distortion effect for cross-platform?

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  • Hi guys,

    We've been searching the wide web for a way to create a good looking, underwater effect. I know there's shaders available, but we need it to work on android and iOS as well.

    Anyone aware of any tricks we could use to create something like that?

    Cheers!

  • What's a good looking water effect in your opinion? Do you really need the distortion effect?
    Apply the shader distortion effect only on PC and leave it out for Android and iOS? With some nice looking graphics you don't need the distortion effect I think.

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  • Just like many of the shaders around here, they have such a professional look to them.

    I guess we could just leave them out for mobile tbh, I imagine it would only be appreciated on big phones or tablets.

  • I imagine there might be a really complicated (and possibly resource intensive) way to achieve this without shaders, but I'm not sure how. Shaders are probably your best bet, unfortunately.

    For a particularly good underwater effect, I recommend the Clement one that you can get from the clickstore. I'm pretty sure it's in his Please login to see this link.. I use a customised/tweaked version of that in my underwater levels (You can see it in action in the video background of Please login to see this link.)

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  • A good way to achieve this is, to apply the shader in PC runtime using D3D9 and then run the application with the animation looping.

    Take a video recording of the predefined area with a decent video recorder (ie: GeForce Experience) and crop it down. You can then throw it into your favourite editing software to do some frame skipping etc. and export it out as a GIF or AVI and then re-import into Fusion 2.5 as an active. If it's only a looped animation that is say 320x240 big, you can achieve this with an output of around 2mb, maybe 4-5mb uncompressed if you can do a quick loop.

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  • Indeed, image animation could do the trick unless you need to move your character underwater, then it wouldn't work.
    I'm not sure this can be done without shaders, gladly Fusion 3.0 will fix this. :)

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    Edited once, last by Simon: CP (February 19, 2018 at 8:18 PM).

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