Water distortion effect

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Post » Thu Nov 08, 2012 10:44 pm

Is there a way to make an object with the water distortion effect affect the objects it's overlapping?
I have a water sprite, and when the player (and anything else) enter the water, it get's the distortion effect. If it's only partially submerged, only a part is affected, etc
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Post » Fri Nov 09, 2012 2:07 am

Did you try giving the player (or the family of submersibles) the effect, then dynamically changing a parameter whenever it's over the water?
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Post » Fri Nov 09, 2012 2:09 pm

@sqiddster Yes, but this will make the effect on sprite entirely, even if it is only half on water
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Post » Fri Nov 09, 2012 5:53 pm

True, true. Hmm, you may have to write your own masking water shader, then! If you do, be sure to share it ;)
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Post » Fri Nov 09, 2012 7:44 pm

Using glass + tint + water could work.

Example:

https://www.dropbox.com/s/9oixgq08wv70l8t/PartWaterDemo.capx

Edit -> This is a buggy example but could be used as a starting point.thehen2012-11-09 19:45:33
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Post » Fri Nov 09, 2012 9:10 pm

@sqiddster I wont, I'm too dumb

@thehen That will do, didn't know glass did that
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Post » Tue Feb 26, 2013 3:14 pm

Hey,
how could i use the parameters for the water effect
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Post » Tue Feb 26, 2013 3:33 pm

@ash1221
This is how I set it up: http://d.pr/i/80tD
(pixellate effect is optional)
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Post » Tue Feb 26, 2013 4:44 pm

The 'water' effect is a bit of a red herring. I found the best looking water to be made using some kind of complicated combinations of 'glass', 'lens' (for things creating waves in the water like a rock falling into a lake and creating a wave that dissipates outwards), and 'warp' and regular semi transparent layers, then its just a matter of layering objects properly. I'm currently working on trying to produce some decent looking water in a performance friendly way.
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