Best approach for 2D Top-Down Water (Ponds/Rivers)
Hi everyone!
I'm working on a 2D top-down game and I'm looking for the best/most efficient workflow to create water features like ponds and rivers.
Here are the key features I want to achieve:
1. **Custom Borders / Coastlines:** Clean edges/shores around the water shapes (like grass/dirt transitioning into water).
2. **Fake Depth:** A gradient effect or visual illusion where the water looks deeper towards the center (e.g., darker blue in the middle, lighter/transparent near the edges).
3. **Reflections (Future-proofing):** Eventually, I'd like to add simple 2D reflections of nearby objects, trees, or the sky.
Since it's top-down, I'm trying to decide between a few approaches:
* **Rule Tiles / Tilemaps:** Good for quick grid layout, but is it flexible enough for organic pond shapes and depth gradients?
* **Sprites + Custom Shaders (Shader Graph):** Is Shader Graph the standard way to handle depth and foam/borders in 2D top-down?
* **Sprite Shape / MeshRenderer:** Best for organic river paths, but how do people usually handle the border tiles or depth with this?
How would you recommend tackling this? Any specific packages, Shader Graph nodes, or tutorials you’d suggest checking out?
Thanks in advance for the help!
https://redd.it/1v4nd9e
@r_Unity3D
Hi everyone!
I'm working on a 2D top-down game and I'm looking for the best/most efficient workflow to create water features like ponds and rivers.
Here are the key features I want to achieve:
1. **Custom Borders / Coastlines:** Clean edges/shores around the water shapes (like grass/dirt transitioning into water).
2. **Fake Depth:** A gradient effect or visual illusion where the water looks deeper towards the center (e.g., darker blue in the middle, lighter/transparent near the edges).
3. **Reflections (Future-proofing):** Eventually, I'd like to add simple 2D reflections of nearby objects, trees, or the sky.
Since it's top-down, I'm trying to decide between a few approaches:
* **Rule Tiles / Tilemaps:** Good for quick grid layout, but is it flexible enough for organic pond shapes and depth gradients?
* **Sprites + Custom Shaders (Shader Graph):** Is Shader Graph the standard way to handle depth and foam/borders in 2D top-down?
* **Sprite Shape / MeshRenderer:** Best for organic river paths, but how do people usually handle the border tiles or depth with this?
How would you recommend tackling this? Any specific packages, Shader Graph nodes, or tutorials you’d suggest checking out?
Thanks in advance for the help!
https://redd.it/1v4nd9e
@r_Unity3D
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Hello,
I'm creating a mobile game with Unity. Being new to development, I don't have any skills in creating art or managing graphics.
I don't know how to make clean user interface (UI) elements.
What I understood is that AIs do not know how to create their own sprites, that is to say with real transparency and sharp contours. I thought Unity could do it through its AI, but the problem remains the same.
Do you have a particular method for treating sprites? What software or sites do you use?
Thank you,
https://redd.it/1v53fue
@r_Unity3D
Hello,
I'm creating a mobile game with Unity. Being new to development, I don't have any skills in creating art or managing graphics.
I don't know how to make clean user interface (UI) elements.
What I understood is that AIs do not know how to create their own sprites, that is to say with real transparency and sharp contours. I thought Unity could do it through its AI, but the problem remains the same.
Do you have a particular method for treating sprites? What software or sites do you use?
Thank you,
https://redd.it/1v53fue
@r_Unity3D
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