본문 바로가기
이펙트 (FX)/이펙트 팁 : Unreal

[Unreal/Material] 물 머티리얼 제작시 수심 계산하는 법 (반투명, SLW 모두 사용 가능)

by Minkyu Lee 2026. 5. 19.

 

개요

반투명 재질 사용시, 머티리얼에서 바닥의 깊이를 계산하는 방법에 대해 알아본다.
대각선의 비율을 계산한 후, '닮음비의 원리'를 사용해서 수직 거리를 알아내는 방식이다.
 

When using translucent materials, we find a method for caculating the depth of ground.

This is a way after caculating the ratio of the diagonal to find the vertical distance using the principle of similarity ratio.

 

방법 1 : 반투명에서 사용시

 

방법 2 : Single Layer Water에서 사용시

Scene Depth 노드를 Scene Depth without water 노드로 교체해서 사용하면 된다.

 

You can replace the Scene Depth node with the Scene Depth without water node. 

 

참고

- 수심 계산 공식
https://forums.unrealengine.com/t/water-shader-water-depth-calculations-why-does-it-need-water-height/147451

 

Water shader - water depth calculations - why does it need water height?

Starting to go into the interesting field of water shaders, I’m trying to understand in detail, how the translucent water shader by Epic works, which is found on marketplace and described by Alan Willard in Translucent Water Detail | Live Training | Unre

forums.unrealengine.com

 
- Single Layer Water에서 Scene Depth 사용
https://forums.unrealengine.com/t/single-layer-water-foam/148602/13

 

Single layer water foam

Well, that’s not really useful solution then. Especially given how unspecific you are. I guess I will just bite the bullet and deal with the performance implications of translucent shader when I actually need a foam, and keep SingleLayerWater for the cas

forums.unrealengine.com

 

댓글