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Help  Transparent fluid impacted by lighting intensity
#1
Hi,

Is it possible to make a Obi transparent Fluid Surface Mesher to not be impacted by the environment lighting-> Intensity multiplier?
It lits up the fluid very bright and the objects behind it too get lit.

I have tried disabling reflection cubemap, light probe usage, reflection probe usage, disabled shadows. None of them seem to be working.

Can you please suggest a correct way to handle it? I want a completely transparent fluid just like water but currently, the fluid is significantly lit. Rendering pipeline: Unity Builtin.

Thank you.
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#2
(01-12-2025, 11:37 AM)AnupamSingh Wrote: Is it possible to make a Obi transparent Fluid Surface Mesher to not be impacted by the environment lighting-> Intensity multiplier?
It lits up the fluid very bright and the objects behind it too get lit.

Hi!

Not without modifying the fluid shader. Fluids reflect their environment, so it usually makes sense for the environment intensity multiplier to affect them.

You can find the ShaderGraph shader files in:
Obi/Resources/ObiMaterials/Fluid/Burst/BurstTransparent.shadergraph
Obi/Resources/ObiMaterials/Fluid/Compute/IndirectTransparent.shadergraph

The first one is used by the Burst backend, the second one is used by the Compute backend. You may modify these shaders to perform any custom shading changes you need.

kind regards
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#3
(01-12-2025, 11:47 AM)josemendez Wrote: Hi!

Not without modifying the fluid shader. Fluids reflect their environment, so it usually makes sense for the environment intensity multiplier to affect them.

You can find the ShaderGraph shader files in:
Obi/Resources/ObiMaterials/Fluid/Burst/BurstTransparent.shadergraph
Obi/Resources/ObiMaterials/Fluid/Compute/IndirectTransparent.shadergraph

The first one is used by the Burst backend, the second one is used by the Compute backend. You may modify these shaders to perform any custom shading changes you  need.

kind regards
Thank you for the insight. I would not prefer changing the original shader files. As such, if I set material type to custom in surface mesher, create duplicate of shader files and modify it, can I use a material created from the new shader in the mesher? Will it reflect correctly? Regards.
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#4
(01-12-2025, 11:54 AM)AnupamSingh Wrote: Thank you for the insight. I would not prefer changing the original shader files. As such, if I set material type to custom in surface mesher, create duplicate of shader files and modify it, can I use a material created from the new shader in the mesher? Will it reflect correctly? Regards.

Yes, you can use a custom material using a copy of the original files. But keep in mind that in that case you'll lose the ability to set shader parameters from the inspector (smoothness, turbidity, thickness, etc), you'll have to change them in the material itself. Obi does not know what parameters your custom fluid shader has or how to change them, and it can't assume the shader is just a copy of the built-in one (may be something completely different) so it can't show parameters in the inspector.

kind regards
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